File: qfiles.h

package info (click to toggle)
iortcw 1.51.c%2Bdfsg1-7
  • links: PTS, VCS
  • area: contrib
  • in suites: forky, sid, trixie
  • size: 25,304 kB
  • sloc: ansic: 457,326; cpp: 6,507; makefile: 4,737; sh: 1,292; asm: 1,176; xml: 31
file content (733 lines) | stat: -rw-r--r-- 19,907 bytes parent folder | download | duplicates (5)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
/*
===========================================================================

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