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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __QFILES_H__
#define __QFILES_H__
//
// qfiles.h: quake file formats
// This file must be identical in the quake and utils directories
//
//Ignore __attribute__ on non-gcc platforms
#ifndef __GNUC__
#ifndef __attribute__
#define __attribute__(x)
#endif
#endif
// surface geometry should not exceed these limits
#define SHADER_MAX_VERTEXES 4000
#define SHADER_MAX_INDEXES ( 6 * SHADER_MAX_VERTEXES )
// the maximum size of game reletive pathnames
#define MAX_QPATH 64
/*
========================================================================
QVM files
========================================================================
*/
#define VM_MAGIC 0x12721444
#define VM_MAGIC_VER2 0x12721445
typedef struct {
int vmMagic;
int instructionCount;
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
//!!! below here is VM_MAGIC_VER2 !!!
int jtrgLength; // number of jump table targets
} vmHeader_t;
/*
========================================================================
.MD3 triangle model file format
========================================================================
*/
#define MD3_IDENT ( ( '3' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' )
#define MD3_VERSION 15
// limits
#define MD3_MAX_LODS 3
#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 )
typedef struct md3Frame_s {
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];
} md3Tag_t;
/*
** md3Surface_t
**
** CHUNK SIZE
** header sizeof( md3Surface_t )
** shaders sizeof( md3Shader_t ) * numShaders
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
** st sizeof( md3St_t ) * numVerts
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct {
int ident; //
char name[MAX_QPATH]; // polyset name
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 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 ofsEnd; // next surface follows
} md3Surface_t;
typedef struct {
char name[MAX_QPATH];
int shaderIndex; // for in-game use
} md3Shader_t;
typedef struct {
int indexes[3];
} md3Triangle_t;
typedef struct {
float st[2];
} md3St_t;
typedef struct {
short xyz[3];
short normal;
} md3XyzNormal_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
int flags;
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames; // offset for first frame
int ofsTags; // numFrames * numTags
int ofsSurfaces; // first surface, others follow
int ofsEnd; // end of file
} md3Header_t;
// Ridah, mesh compression
/*
==============================================================================
MDC file format
==============================================================================
*/
#define MDC_IDENT ( ( 'C' << 24 ) + ( 'P' << 16 ) + ( 'D' << 8 ) + 'I' )
#define MDC_VERSION 2
// version history:
// 1 - original
// 2 - changed tag structure so it only lists the names once
typedef struct {
unsigned int ofsVec; // offset direction from the last base frame
// unsigned short ofsVec;
} mdcXyzCompressed_t;
typedef struct {
char name[MAX_QPATH]; // tag name
} mdcTagName_t;
#define MDC_TAG_ANGLE_SCALE ( 360.0 / 32700.0 )
typedef struct {
short xyz[3];
short angles[3];
} mdcTag_t;
/*
** mdcSurface_t
**
** CHUNK SIZE
** header sizeof( md3Surface_t )
** shaders sizeof( md3Shader_t ) * numShaders
** triangles[0] sizeof( md3Triangle_t ) * numTriangles
** st sizeof( md3St_t ) * numVerts
** XyzNormals sizeof( md3XyzNormal_t ) * numVerts * numBaseFrames
** XyzCompressed sizeof( mdcXyzCompressed ) * numVerts * numCompFrames
** frameBaseFrames sizeof( short ) * numFrames
** frameCompFrames sizeof( short ) * numFrames (-1 if frame is a baseFrame)
*/
typedef struct {
int ident; //
char name[MAX_QPATH]; // polyset name
int flags;
int numCompFrames; // all surfaces in a model should have the same
int numBaseFrames; // ditto
int numShaders; // all surfaces in a model should have the same
int numVerts;
int numTriangles;
int ofsTriangles;
int ofsShaders; // offset from start of md3Surface_t
int ofsSt; // texture coords are common for all frames
int ofsXyzNormals; // numVerts * numBaseFrames
int ofsXyzCompressed; // numVerts * numCompFrames
int ofsFrameBaseFrames; // numFrames
int ofsFrameCompFrames; // numFrames
int ofsEnd; // next surface follows
} mdcSurface_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
int flags;
int numFrames;
int numTags;
int numSurfaces;
int numSkins;
int ofsFrames; // offset for first frame, stores the bounds and localOrigin
int ofsTagNames; // numTags
int ofsTags; // numFrames * numTags
int ofsSurfaces; // first surface, others follow
int ofsEnd; // end of file
} mdcHeader_t;
// done.
/*
==============================================================================
MDR file format
==============================================================================
*/
/*
* Here are the definitions for Ravensoft's model format of md4. Raven stores their
* playermodels in .mdr files, in some games, which are pretty much like the md4
* format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
* MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
* So this comes in handy for anyone who wants to make it possible to load player
* models from these games.
* This format has bone tags, which is similar to the thing you have in md3 I suppose.
* Raven has released their version of md3view under GPL enabling me to add support
* to this codebase. Thanks to Steven Howes aka Skinner for helping with example
* source code.
*
* - Thilo Schulz (arny@ats.s.bawue.de)
*/
#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
#define MDR_VERSION 2
#define MDR_MAX_BONES 128
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} mdrWeight_t;
typedef struct {
vec3_t normal;
vec2_t texCoords;
int numWeights;
mdrWeight_t weights[1]; // variable sized
} mdrVertex_t;
typedef struct {
int indexes[3];
} mdrTriangle_t;
typedef struct {
int ident;
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 numVerts;
int ofsVerts;
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 ofsEnd; // next surface follows
} mdrSurface_t;
typedef struct {
float matrix[3][4];
} mdrBone_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];
mdrBone_t bones[1]; // [numBones]
} mdrFrame_t;
typedef struct {
unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
} mdrCompBone_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
mdrCompBone_t bones[1]; // [numBones]
} mdrCompFrame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} mdrLOD_t;
typedef struct {
int boneIndex;
char name[32];
} mdrTag_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // mdrFrame_t[numFrames]
// each level of detail has completely separate sets of surfaces
int numLODs;
int ofsLODs;
int numTags;
int ofsTags;
int ofsEnd; // end of file
} mdrHeader_t;
/*
==============================================================================
MDS file format (Wolfenstein Skeletal Format)
==============================================================================
*/
#define MDS_IDENT ( ( 'W' << 24 ) + ( 'S' << 16 ) + ( 'D' << 8 ) + 'M' )
#define MDS_VERSION 4
#define MDS_MAX_VERTS 6000
#define MDS_MAX_TRIANGLES 8192
#define MDS_MAX_BONES 128
#define MDS_MAX_SURFACES 32
#define MDS_MAX_TAGS 128
#define MDS_TRANSLATION_SCALE ( 1.0 / 64 )
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} mdsWeight_t;
typedef struct {
vec3_t normal;
vec2_t texCoords;
int numWeights;
int fixedParent; // stay equi-distant from this parent
float fixedDist;
mdsWeight_t weights[1]; // variable sized
} mdsVertex_t;
typedef struct {
int indexes[3];
} mdsTriangle_t;
typedef struct {
int ident;
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int minLod;
int ofsHeader; // this will be a negative number
int numVerts;
int ofsVerts;
int numTriangles;
int ofsTriangles;
int ofsCollapseMap; // numVerts * int
// 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 ofsEnd; // next surface follows
} mdsSurface_t;
typedef struct {
//float angles[3];
//float ofsAngles[2];
short angles[4]; // to be converted to axis at run-time (this is also better for lerping)
short ofsAngles[2]; // PITCH/YAW, head in this direction from parent to go to the offset position
} mdsBoneFrameCompressed_t;
// NOTE: this only used at run-time
typedef struct {
float matrix[3][3]; // 3x3 rotation
vec3_t translation; // translation vector
} mdsBoneFrame_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
vec3_t parentOffset; // one bone is an ascendant of all other bones, it starts the hierachy at this position
mdsBoneFrameCompressed_t bones[1]; // [numBones]
} mdsFrame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} mdsLOD_t;
typedef struct {
char name[MAX_QPATH]; // name of tag
float torsoWeight;
int boneIndex; // our index in the bones
} mdsTag_t;
#define BONEFLAG_TAG 1 // this bone is actually a tag
typedef struct {
char name[MAX_QPATH]; // name of bone
int parent; // not sure if this is required, no harm throwing it in
float torsoWeight; // scale torso rotation about torsoParent by this
float parentDist;
int flags;
} mdsBoneInfo_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
float lodScale;
float lodBias;
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // mdsFrame_t[numFrames]
int ofsBones; // mdsBoneInfo_t[numBones]
int torsoParent; // index of bone that is the parent of the torso
int numSurfaces;
int ofsSurfaces;
// tag data
int numTags;
int ofsTags; // mdsTag_t[numTags]
int ofsEnd; // end of file
} mdsHeader_t;
/*
==============================================================================
.BSP file format
==============================================================================
*/
#define BSP_IDENT ( ( 'P' << 24 ) + ( 'S' << 16 ) + ( 'B' << 8 ) + 'I' )
// little-endian "IBSP"
#define BSP_VERSION 47 // updated (9/12/2001) to sync everything up pre-beta
// 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_MODELS 0x800
#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 0x20000
#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
// the editor uses these predefined yaw angles to orient entities up or down
#define ANGLE_UP -1
#define ANGLE_DOWN -2
#define LIGHTMAP_WIDTH 128
#define LIGHTMAP_HEIGHT 128
#define MAX_WORLD_COORD ( 128 * 1024 )
#define MIN_WORLD_COORD ( -128 * 1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
//=============================================================================
typedef struct {
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
typedef struct {
int ident;
int version;
lump_t lumps[HEADER_LUMPS];
} dheader_t;
typedef struct {
float mins[3], maxs[3];
int firstSurface, numSurfaces;
int firstBrush, numBrushes;
} dmodel_t;
typedef struct {
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;
} 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];
} dnode_t;
typedef struct {
int cluster; // -1 = opaque cluster (do I still store these?)
int area;
int mins[3]; // for frustum culling
int maxs[3];
int firstLeafSurface;
int numLeafSurfaces;
int firstLeafBrush;
int numLeafBrushes;
} dleaf_t;
typedef struct {
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
} dbrush_t;
typedef struct {
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];
} drawVert_t;
#define drawVert_t_cleared(x) drawVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
typedef enum {
MST_BAD,
MST_PLANAR,
MST_PATCH,
MST_TRIANGLE_SOUP,
MST_FLARE
} mapSurfaceType_t;
typedef struct {
int shaderNum;
int fogNum;
int surfaceType;
int firstVert;
int numVerts;
int firstIndex;
int numIndexes;
int lightmapNum;
int lightmapX, lightmapY;
int lightmapWidth, lightmapHeight;
vec3_t lightmapOrigin;
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
int patchWidth;
int patchHeight;
} dsurface_t;
//----(SA) added so I didn't change the dsurface_t struct (and thereby the bsp format) for something that doesn't need to be stored in the bsp
typedef struct {
char *lighttarg;
} drsurfaceInternal_t;
//----(SA) end
#endif
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