/*
-Copyright (C) 1999-2006 Id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
-*/
+ 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
+ */
#ifndef __QFILES_H__
#define __QFILES_H__
//
// surface geometry should not exceed these limits
-#define SHADER_MAX_VERTEXES 1000
-#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
+#define SHADER_MAX_VERTEXES 1000
+#define SHADER_MAX_INDEXES ( 6 * SHADER_MAX_VERTEXES )
// the maximum size of game reletive pathnames
-#define MAX_QPATH 64
+#define MAX_QPATH 64
/*
-========================================================================
+ ========================================================================
-QVM files
+ QVM files
-========================================================================
-*/
+ ========================================================================
+ */
-#define VM_MAGIC 0x12721444
+#define VM_MAGIC 0x12721444
typedef struct {
- int vmMagic;
+ int vmMagic;
- int instructionCount;
+ int instructionCount;
- int codeOffset;
- int codeLength;
+ int codeOffset;
+ int codeLength;
- int dataOffset;
- int dataLength;
- int litLength; // ( dataLength - litLength ) should be byteswapped on load
- int bssLength; // zero filled memory appended to datalength
+ int dataOffset;
+ int dataLength;
+ int litLength; // ( dataLength - litLength ) should be byteswapped on load
+ int bssLength; // zero filled memory appended to datalength
} vmHeader_t;
/*
-========================================================================
+ ========================================================================
-PCX files are used for 8 bit images
+ PCX files are used for 8 bit images
-========================================================================
-*/
+ ========================================================================
+ */
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
+ 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;
/*
-========================================================================
+ ========================================================================
-TGA files are used for 24/32 bit images
+ TGA files are used for 24/32 bit images
-========================================================================
-*/
+ ========================================================================
+ */
typedef struct _TargaHeader {
- unsigned char id_length, colormap_type, image_type;
- unsigned short colormap_index, colormap_length;
- unsigned char colormap_size;
- unsigned short x_origin, y_origin, width, height;
- unsigned char pixel_size, attributes;
+ unsigned char id_length, colormap_type, image_type;
+ unsigned short colormap_index, colormap_length;
+ unsigned char colormap_size;
+ unsigned short x_origin, y_origin, width, height;
+ unsigned char pixel_size, attributes;
} TargaHeader;
/*
-========================================================================
+ ========================================================================
-.MD3 triangle model file format
+ .MD3 triangle model file format
-========================================================================
-*/
+ ========================================================================
+ */
-#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
-#define MD3_VERSION 15
+#define MD3_IDENT ( ( '3' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' )
+#define MD3_VERSION 15
// limits
-#define MD3_MAX_LODS 4
-#define MD3_MAX_TRIANGLES 8192 // per surface
-#define MD3_MAX_VERTS 4096 // per surface
-#define MD3_MAX_SHADERS 256 // per surface
-#define MD3_MAX_FRAMES 1024 // per model
-#define MD3_MAX_SURFACES 32 // per model
-#define MD3_MAX_TAGS 16 // per frame
+#define MD3_MAX_LODS 4
+#define MD3_MAX_TRIANGLES 8192 // per surface
+#define MD3_MAX_VERTS 4096 // per surface
+#define MD3_MAX_SHADERS 256 // per surface
+#define MD3_MAX_FRAMES 1024 // per model
+#define MD3_MAX_SURFACES 32 // per model
+#define MD3_MAX_TAGS 16 // per frame
// vertex scales
-#define MD3_XYZ_SCALE (1.0/64)
+#define MD3_XYZ_SCALE ( 1.0 / 64 )
typedef struct md3Frame_s {
- vec3_t bounds[2];
- vec3_t localOrigin;
- float radius;
- char name[16];
+ vec3_t bounds[2];
+ vec3_t localOrigin;
+ float radius;
+ char name[16];
} md3Frame_t;
typedef struct md3Tag_s {
- char name[MAX_QPATH]; // tag name
- vec3_t origin;
- vec3_t axis[3];
+ char name[MAX_QPATH]; // tag name
+ vec3_t origin;
+ vec3_t axis[3];
} md3Tag_t;
/*
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
- int ident; //
+ int ident; //
- char name[MAX_QPATH]; // polyset name
+ char name[MAX_QPATH]; // polyset name
- int flags;
- int numFrames; // all surfaces in a model should have the same
+ int flags;
+ int numFrames; // all surfaces in a model should have the same
- int numShaders; // all surfaces in a model should have the same
- int numVerts;
+ int numShaders; // all surfaces in a model should have the same
+ int numVerts;
- int numTriangles;
- int ofsTriangles;
+ int numTriangles;
+ int ofsTriangles;
- int ofsShaders; // offset from start of md3Surface_t
- int ofsSt; // texture coords are common for all frames
- int ofsXyzNormals; // numVerts * numFrames
+ int ofsShaders; // offset from start of md3Surface_t
+ int ofsSt; // texture coords are common for all frames
+ int ofsXyzNormals; // numVerts * numFrames
- int ofsEnd; // next surface follows
+ int ofsEnd; // next surface follows
} md3Surface_t;
typedef struct {
- char name[MAX_QPATH];
- int shaderIndex; // for in-game use
+ char name[MAX_QPATH];
+ int shaderIndex; // for in-game use
} md3Shader_t;
typedef struct {
- int indexes[3];
+ int indexes[3];
} md3Triangle_t;
typedef struct {
- float st[2];
+ float st[2];
} md3St_t;
typedef struct {
- short xyz[3];
- short normal;
+ short xyz[3];
+ short normal;
} md3XyzNormal_t;
typedef struct {
- int ident;
- int version;
+ int ident;
+ int version;
- char name[MAX_QPATH]; // model name
+ char name[MAX_QPATH]; // model name
- int flags;
+ int flags;
- int numFrames;
- int numTags;
- int numSurfaces;
+ int numFrames;
+ int numTags;
+ int numSurfaces;
- int numSkins;
+ int numSkins;
- int ofsFrames; // offset for first frame
- int ofsTags; // numFrames * numTags
- int ofsSurfaces; // first surface, others follow
+ int ofsFrames; // offset for first frame
+ int ofsTags; // numFrames * numTags
+ int ofsSurfaces; // first surface, others follow
- int ofsEnd; // end of file
+ int ofsEnd; // end of file
} md3Header_t;
/*
-==============================================================================
+ ==============================================================================
-MD4 file format
+ MD4 file format
-==============================================================================
-*/
+ ==============================================================================
+ */
-#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I')
-#define MD4_VERSION 1
-#define MD4_MAX_BONES 128
+#define MD4_IDENT ( ( '4' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' )
+#define MD4_VERSION 1
+#define MD4_MAX_BONES 128
typedef struct {
- int boneIndex; // these are indexes into the boneReferences,
- float boneWeight; // not the global per-frame bone list
+ int boneIndex; // these are indexes into the boneReferences,
+ float boneWeight; // not the global per-frame bone list
} md4Weight_t;
typedef struct {
- vec3_t vertex;
- vec3_t normal;
- float texCoords[2];
- int numWeights;
- md4Weight_t weights[1]; // variable sized
+ vec3_t vertex;
+ vec3_t normal;
+ float texCoords[2];
+ int numWeights;
+ md4Weight_t weights[1]; // variable sized
} md4Vertex_t;
typedef struct {
- int indexes[3];
+ int indexes[3];
} md4Triangle_t;
typedef struct {
- int ident;
+ int ident;
- char name[MAX_QPATH]; // polyset name
- char shader[MAX_QPATH];
- int shaderIndex; // for in-game use
+ char name[MAX_QPATH]; // polyset name
+ char shader[MAX_QPATH];
+ int shaderIndex; // for in-game use
- int ofsHeader; // this will be a negative number
+ int ofsHeader; // this will be a negative number
- int numVerts;
- int ofsVerts;
+ int numVerts;
+ int ofsVerts;
- int numTriangles;
- int ofsTriangles;
+ int numTriangles;
+ int ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
- int numBoneReferences;
- int ofsBoneReferences;
+ int numBoneReferences;
+ int ofsBoneReferences;
- int ofsEnd; // next surface follows
+ int ofsEnd; // next surface follows
} md4Surface_t;
typedef struct {
- float matrix[3][4];
+ float matrix[3][4];
} md4Bone_t;
typedef struct {
- vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
- vec3_t localOrigin; // midpoint of bounds, used for sphere cull
- float radius; // dist from localOrigin to corner
- char name[16];
- md4Bone_t bones[1]; // [numBones]
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ char name[16];
+ md4Bone_t bones[1]; // [numBones]
} md4Frame_t;
typedef struct {
- int numSurfaces;
- int ofsSurfaces; // first surface, others follow
- int ofsEnd; // next lod follows
+ int numSurfaces;
+ int ofsSurfaces; // first surface, others follow
+ int ofsEnd; // next lod follows
} md4LOD_t;
typedef struct {
- int ident;
- int version;
+ int ident;
+ int version;
- char name[MAX_QPATH]; // model name
+ char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
- int numFrames;
- int numBones;
- int ofsFrames; // md4Frame_t[numFrames]
+ int numFrames;
+ int numBones;
+ int ofsFrames; // md4Frame_t[numFrames]
// each level of detail has completely separate sets of surfaces
- int numLODs;
- int ofsLODs;
+ int numLODs;
+ int ofsLODs;
- int ofsEnd; // end of file
+ int ofsEnd; // end of file
} md4Header_t;
/*
-==============================================================================
+ ==============================================================================
- .BSP file format
+ .BSP file format
-==============================================================================
-*/
+ ==============================================================================
+ */
-#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
- // little-endian "IBSP"
+#define BSP_IDENT ( ( 'P' << 24 ) + ( 'S' << 16 ) + ( 'B' << 8 ) + 'I' )
+// little-endian "IBSP"
//#define BSP_VERSION 46
-#define Q3_BSP_VERSION 46
-#define WOLF_BSP_VERSION 47
+#define Q3_BSP_VERSION 46
+#define WOLF_BSP_VERSION 47
// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
-#define MAX_MAP_MODELS 0x400
-#define MAX_MAP_BRUSHES 0x8000
-#define MAX_MAP_ENTITIES 0x800
-#define MAX_MAP_ENTSTRING 0x40000
-#define MAX_MAP_SHADERS 0x400
-
-#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
-#define MAX_MAP_FOGS 0x100
-#define MAX_MAP_PLANES 0x20000
-#define MAX_MAP_NODES 0x20000
-#define MAX_MAP_BRUSHSIDES 0x40000 //% 0x20000 /* ydnar */
-#define MAX_MAP_LEAFS 0x20000
-#define MAX_MAP_LEAFFACES 0x20000
-#define MAX_MAP_LEAFBRUSHES 0x40000
-#define MAX_MAP_PORTALS 0x20000
-#define MAX_MAP_LIGHTING 0x800000
-#define MAX_MAP_LIGHTGRID 0x800000
-#define MAX_MAP_VISIBILITY 0x200000
-
-#define MAX_MAP_DRAW_SURFS 0x20000
-#define MAX_MAP_DRAW_VERTS 0x80000
-#define MAX_MAP_DRAW_INDEXES 0x80000
+#define MAX_MAP_MODELS 0x400
+#define MAX_MAP_BRUSHES 0x8000
+#define MAX_MAP_ENTITIES 0x800
+#define MAX_MAP_ENTSTRING 0x40000
+#define MAX_MAP_SHADERS 0x400
+
+#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
+#define MAX_MAP_FOGS 0x100
+#define MAX_MAP_PLANES 0x20000
+#define MAX_MAP_NODES 0x20000
+#define MAX_MAP_BRUSHSIDES 0x40000 //% 0x20000 /* ydnar */
+#define MAX_MAP_LEAFS 0x20000
+#define MAX_MAP_LEAFFACES 0x20000
+#define MAX_MAP_LEAFBRUSHES 0x40000
+#define MAX_MAP_PORTALS 0x20000
+#define MAX_MAP_LIGHTING 0x800000
+#define MAX_MAP_LIGHTGRID 0x800000
+#define MAX_MAP_VISIBILITY 0x200000
+
+#define MAX_MAP_DRAW_SURFS 0x20000
+#define MAX_MAP_DRAW_VERTS 0x80000
+#define MAX_MAP_DRAW_INDEXES 0x80000
// key / value pair sizes in the entities lump
-#define MAX_KEY 32
-#define MAX_VALUE 1024
+#define MAX_KEY 32
+#define MAX_VALUE 1024
// the editor uses these predefined yaw angles to orient entities up or down
-#define ANGLE_UP -1
-#define ANGLE_DOWN -2
+#define ANGLE_UP -1
+#define ANGLE_DOWN -2
-#define LIGHTMAP_WIDTH 128
-#define LIGHTMAP_HEIGHT 128
+#define LIGHTMAP_WIDTH 128
+#define LIGHTMAP_HEIGHT 128
-#define MIN_WORLD_COORD (-65536)
-#define MAX_WORLD_COORD (65536)
-#define WORLD_SIZE (MAX_WORLD_COORD - MIN_WORLD_COORD)
+#define MIN_WORLD_COORD ( -65536 )
+#define MAX_WORLD_COORD ( 65536 )
+#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//=============================================================================
typedef struct {
- int fileofs, filelen;
+ int fileofs, filelen;
} lump_t;
-#define LUMP_ENTITIES 0
-#define LUMP_SHADERS 1
-#define LUMP_PLANES 2
-#define LUMP_NODES 3
-#define LUMP_LEAFS 4
-#define LUMP_LEAFSURFACES 5
-#define LUMP_LEAFBRUSHES 6
-#define LUMP_MODELS 7
-#define LUMP_BRUSHES 8
-#define LUMP_BRUSHSIDES 9
-#define LUMP_DRAWVERTS 10
-#define LUMP_DRAWINDEXES 11
-#define LUMP_FOGS 12
-#define LUMP_SURFACES 13
-#define LUMP_LIGHTMAPS 14
-#define LUMP_LIGHTGRID 15
-#define LUMP_VISIBILITY 16
-#define HEADER_LUMPS 17
+#define LUMP_ENTITIES 0
+#define LUMP_SHADERS 1
+#define LUMP_PLANES 2
+#define LUMP_NODES 3
+#define LUMP_LEAFS 4
+#define LUMP_LEAFSURFACES 5
+#define LUMP_LEAFBRUSHES 6
+#define LUMP_MODELS 7
+#define LUMP_BRUSHES 8
+#define LUMP_BRUSHSIDES 9
+#define LUMP_DRAWVERTS 10
+#define LUMP_DRAWINDEXES 11
+#define LUMP_FOGS 12
+#define LUMP_SURFACES 13
+#define LUMP_LIGHTMAPS 14
+#define LUMP_LIGHTGRID 15
+#define LUMP_VISIBILITY 16
+#define HEADER_LUMPS 17
typedef struct {
- int ident;
- int version;
+ int ident;
+ int version;
- lump_t lumps[HEADER_LUMPS];
+ lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct {
- float mins[3], maxs[3];
- int firstSurface, numSurfaces;
- int firstBrush, numBrushes;
+ float mins[3], maxs[3];
+ int firstSurface, numSurfaces;
+ int firstBrush, numBrushes;
} dmodel_t;
typedef struct {
- char shader[MAX_QPATH];
- int surfaceFlags;
- int contentFlags;
+ char shader[MAX_QPATH];
+ int surfaceFlags;
+ int contentFlags;
} dshader_t;
// planes x^1 is allways the opposite of plane x
typedef struct {
- float normal[3];
- float dist;
+ float normal[3];
+ float dist;
} dplane_t;
typedef struct {
- int planeNum;
- int children[2]; // negative numbers are -(leafs+1), not nodes
- int mins[3]; // for frustom culling
- int maxs[3];
+ int planeNum;
+ int children[2]; // negative numbers are -(leafs+1), not nodes
+ int mins[3]; // for frustom culling
+ int maxs[3];
} dnode_t;
typedef struct {
- int cluster; // -1 = opaque cluster (do I still store these?)
- int area;
+ int cluster; // -1 = opaque cluster (do I still store these?)
+ int area;
- int mins[3]; // for frustum culling
- int maxs[3];
+ int mins[3]; // for frustum culling
+ int maxs[3];
- int firstLeafSurface;
- int numLeafSurfaces;
+ int firstLeafSurface;
+ int numLeafSurfaces;
- int firstLeafBrush;
- int numLeafBrushes;
+ int firstLeafBrush;
+ int numLeafBrushes;
} dleaf_t;
typedef struct {
- int planeNum; // positive plane side faces out of the leaf
- int shaderNum;
+ int planeNum; // positive plane side faces out of the leaf
+ int shaderNum;
} dbrushside_t;
typedef struct {
- int firstSide;
- int numSides;
- int shaderNum; // the shader that determines the contents flags
+ int firstSide;
+ int numSides;
+ int shaderNum; // the shader that determines the contents flags
} dbrush_t;
typedef struct {
- char shader[MAX_QPATH];
- int brushNum;
- int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
+ char shader[MAX_QPATH];
+ int brushNum;
+ int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;
typedef struct {
- vec3_t xyz;
- float st[2];
- float lightmap[2];
- vec3_t normal;
- byte color[4];
+ vec3_t xyz;
+ float st[2];
+ float lightmap[2];
+ vec3_t normal;
+ byte color[4];
} drawVert_t;
typedef enum {
} mapSurfaceType_t;
typedef struct {
- int shaderNum;
- int fogNum;
- int surfaceType;
+ int shaderNum;
+ int fogNum;
+ int surfaceType;
- int firstVert;
- int numVerts;
+ int firstVert;
+ int numVerts;
- int firstIndex;
- int numIndexes;
+ int firstIndex;
+ int numIndexes;
- int lightmapNum;
- int lightmapX, lightmapY;
- int lightmapWidth, lightmapHeight;
+ int lightmapNum;
+ int lightmapX, lightmapY;
+ int lightmapWidth, lightmapHeight;
- vec3_t lightmapOrigin;
- vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
+ vec3_t lightmapOrigin;
+ vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
- int patchWidth;
- int patchHeight;
+ int patchWidth;
+ int patchHeight;
} dsurface_t;