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Xash3DArchive/public/ref_format.h

1417 lines
35 KiB
C

//=======================================================================
// Copyright XashXT Group 2007 ©
// ref_format.h - xash supported formats
//=======================================================================
#ifndef REF_FORMAT_H
#define REF_FORMAT_H
/*
==============================================================================
SPRITE MODELS
==============================================================================
*/
// header
#define SPRITE_VERSION_HALF 2
#define SPRITE_VERSION_XASH 3
#define IDSPRITEHEADER (('P'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSP"
// render format
#define SPR_VP_PARALLEL_UPRIGHT 0
#define SPR_FACING_UPRIGHT 1
#define SPR_VP_PARALLEL 2
#define SPR_ORIENTED 3
#define SPR_VP_PARALLEL_ORIENTED 4
#define SPR_NORMAL 0 // solid sprite
#define SPR_ADDITIVE 1
#define SPR_INDEXALPHA 2
#define SPR_ALPHTEST 3
#define SPR_ADDGLOW 4 // same as additive, but without depthtest
typedef struct
{
int ident;
int version;
int type;
int texFormat;
float boundingradius;
int width;
int height;
int numframes;
float framerate; //xash auto-animate
uint rgbacolor; //packed rgba color
} dsprite_t;
typedef struct
{
int origin[2];
int width;
int height;
} dspriteframe_t;
typedef struct
{
int type;
} frametype_t;
/*
==============================================================================
STUDIO MODELS
Studio models are position independent, so the cache manager can move them.
==============================================================================
*/
// header
#define STUDIO_VERSION 10
#define IDSTUDIOHEADER (('T'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDST"
#define IDSEQGRPHEADER (('Q'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSQ"
// studio limits
#define MAXSTUDIOTRIANGLES 32768 // max triangles per model
#define MAXSTUDIOVERTS 4096 // max vertices per submodel
#define MAXSTUDIOSEQUENCES 256 // total animation sequences
#define MAXSTUDIOSKINS 128 // total textures
#define MAXSTUDIOSRCBONES 512 // bones allowed at source movement
#define MAXSTUDIOBONES 128 // total bones actually used
#define MAXSTUDIOMODELS 32 // sub-models per model
#define MAXSTUDIOBODYPARTS 32 // body parts per submodel
#define MAXSTUDIOGROUPS 16 // sequence groups (e.g. barney01.mdl, barney02.mdl, e.t.c)
#define MAXSTUDIOANIMATIONS 512 // max frames per sequence
#define MAXSTUDIOMESHES 256 // max textures per model
#define MAXSTUDIOEVENTS 1024 // events per model
#define MAXSTUDIOPIVOTS 256 // pivot points
#define MAXSTUDIOBLENDS 8 // max anim blends
#define MAXSTUDIOCONTROLLERS 32 // max controllers per model
#define MAXSTUDIOATTACHMENTS 32 // max attachments per model
// model global flags
#define STUDIO_STATIC 0x0001 // model without anims
#define STUDIO_RAGDOLL 0x0002 // ragdoll animation pose
// lighting & rendermode options
#define STUDIO_NF_FLATSHADE 0x0001
#define STUDIO_NF_CHROME 0x0002
#define STUDIO_NF_FULLBRIGHT 0x0004
#define STUDIO_NF_RESERVED 0x0008 // reserved
#define STUDIO_NF_BLENDED 0x0010 // rendering as semiblended
#define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode
#define STUDIO_NF_TRANSPARENT 0x0040 // use texture with alpha channel
// motion flags
#define STUDIO_X 0x0001
#define STUDIO_Y 0x0002
#define STUDIO_Z 0x0004
#define STUDIO_XR 0x0008
#define STUDIO_YR 0x0010
#define STUDIO_ZR 0x0020
#define STUDIO_LX 0x0040
#define STUDIO_LY 0x0080
#define STUDIO_LZ 0x0100
#define STUDIO_AX 0x0200
#define STUDIO_AY 0x0400
#define STUDIO_AZ 0x0800
#define STUDIO_AXR 0x1000
#define STUDIO_AYR 0x2000
#define STUDIO_AZR 0x4000
#define STUDIO_TYPES 0x7FFF
#define STUDIO_RLOOP 0x8000 // controller that wraps shortest distance
// sequence flags
#define STUDIO_LOOPING 0x0001
// render flags
#define STUDIO_RENDER 0x0001
#define STUDIO_EVENTS 0x0002
// bone flags
#define STUDIO_HAS_NORMALS 0x0001
#define STUDIO_HAS_VERTICES 0x0002
#define STUDIO_HAS_BBOX 0x0004
#define STUDIO_HAS_CHROME 0x0008 // if any of the textures have chrome on them
enum ai_activity
{
ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
ACT_IDLE = 1,
ACT_GUARD,
ACT_WALK,
ACT_RUN,
ACT_FLY, // Fly (and flap if appropriate)
ACT_SWIM,
ACT_HOP, // vertical jump
ACT_LEAP, // long forward jump
ACT_FALL,
ACT_LAND,
ACT_STRAFE_LEFT,
ACT_STRAFE_RIGHT,
ACT_ROLL_LEFT, // tuck and roll, left
ACT_ROLL_RIGHT, // tuck and roll, right
ACT_TURN_LEFT, // turn quickly left (stationary)
ACT_TURN_RIGHT, // turn quickly right (stationary)
ACT_CROUCH, // the act of crouching down from a standing position
ACT_CROUCHIDLE, // holding body in crouched position (loops)
ACT_STAND, // the act of standing from a crouched position
ACT_USE,
ACT_SIGNAL1,
ACT_SIGNAL2,
ACT_SIGNAL3,
ACT_TWITCH,
ACT_COWER,
ACT_SMALL_FLINCH,
ACT_BIG_FLINCH,
ACT_RANGE_ATTACK1,
ACT_RANGE_ATTACK2,
ACT_MELEE_ATTACK1,
ACT_MELEE_ATTACK2,
ACT_RELOAD,
ACT_ARM, // pull out gun, for instance
ACT_DISARM, // reholster gun
ACT_EAT, // monster chowing on a large food item (loop)
ACT_DIESIMPLE,
ACT_DIEBACKWARD,
ACT_DIEFORWARD,
ACT_DIEVIOLENT,
ACT_BARNACLE_HIT, // barnacle tongue hits a monster
ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
ACT_SLEEP,
ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you
ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
ACT_WALK_HURT, // limp (loop)
ACT_RUN_HURT, // limp (loop)
ACT_HOVER, // Idle while in flight
ACT_GLIDE, // Fly (don't flap)
ACT_FLY_LEFT, // Turn left in flight
ACT_FLY_RIGHT, // Turn right in flight
ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever
ACT_SPECIAL_ATTACK1,// very monster specific special attacks.
ACT_SPECIAL_ATTACK2,
ACT_COMBAT_IDLE, // agitated idle.
ACT_WALK_SCARED,
ACT_RUN_SCARED,
ACT_VICTORY_DANCE, // killed a player, do a victory dance.
ACT_DIE_HEADSHOT, // die, hit in head.
ACT_DIE_CHESTSHOT, // die, hit in chest
ACT_DIE_GUTSHOT, // die, hit in gut
ACT_DIE_BACKSHOT, // die, hit in back
ACT_FLINCH_HEAD,
ACT_FLINCH_CHEST,
ACT_FLINCH_STOMACH,
ACT_FLINCH_LEFTARM,
ACT_FLINCH_RIGHTARM,
ACT_FLINCH_LEFTLEG,
ACT_FLINCH_RIGHTLEG,
ACT_VM_NONE, // weapon viewmodel animations
ACT_VM_DEPLOY, // deploy
ACT_VM_DEPLOY_EMPTY,// deploy empty weapon
ACT_VM_HOLSTER, // holster empty weapon
ACT_VM_HOLSTER_EMPTY,
ACT_VM_IDLE1,
ACT_VM_IDLE2,
ACT_VM_IDLE3,
ACT_VM_RANGE_ATTACK1,
ACT_VM_RANGE_ATTACK2,
ACT_VM_RANGE_ATTACK3,
ACT_VM_MELEE_ATTACK1,
ACT_VM_MELEE_ATTACK2,
ACT_VM_MELEE_ATTACK3,
ACT_VM_SHOOT_EMPTY,
ACT_VM_START_RELOAD,
ACT_VM_RELOAD,
ACT_VM_RELOAD_EMPTY,
ACT_VM_TURNON,
ACT_VM_TURNOFF,
ACT_VM_PUMP, // pumping gun
ACT_VM_PUMP_EMPTY,
ACT_VM_START_CHARGE,
ACT_VM_CHARGE,
ACT_VM_OVERLOAD,
ACT_VM_IDLE_EMPTY,
};
typedef struct
{
int id;
int version;
char name[64];
int length;
vec3_t eyeposition; // ideal eye position
vec3_t min; // ideal movement hull size
vec3_t max;
vec3_t bbmin; // clipping bounding box
vec3_t bbmax;
int flags;
int numbones; // bones
int boneindex;
int numbonecontrollers; // bone controllers
int bonecontrollerindex;
int numhitboxes; // complex bounding boxes
int hitboxindex;
int numseq; // animation sequences
int seqindex;
int numseqgroups; // demand loaded sequences
int seqgroupindex;
int numtextures; // raw textures
int textureindex;
int texturedataindex;
int numskinref; // replaceable textures
int numskinfamilies;
int skinindex;
int numbodyparts;
int bodypartindex;
int numattachments; // queryable attachable points
int attachmentindex;
int soundtable;
int soundindex;
int soundgroups;
int soundgroupindex;
int numtransitions; // animation node to animation node transition graph
int transitionindex;
} studiohdr_t;
// header for demand loaded sequence group data
typedef struct
{
int id;
int version;
char name[64];
int length;
} studioseqhdr_t;
// bones
typedef struct
{
char name[32]; // bone name for symbolic links
int parent; // parent bone
int flags; // ??
int bonecontroller[6]; // bone controller index, -1 == none
float value[6]; // default DoF values
float scale[6]; // scale for delta DoF values
} mstudiobone_t;
// bone controllers
typedef struct
{
int bone; // -1 == 0
int type; // X, Y, Z, XR, YR, ZR, M
float start;
float end;
int rest; // byte index value at rest
int index; // 0-3 user set controller, 4 mouth
} mstudiobonecontroller_t;
// intersection boxes
typedef struct
{
int bone;
int group; // intersection group
vec3_t bbmin; // bounding box
vec3_t bbmax;
} mstudiobbox_t;
typedef struct cache_user_s
{
void *data;
} cache_user_t;
// demand loaded sequence groups
typedef struct
{
char label[32]; // textual name
char name[64]; // file name
void* cache; // cache index pointer
int data; // hack for group 0
} mstudioseqgroup_t;
// sequence descriptions
typedef struct
{
char label[32]; // sequence label (name)
float fps; // frames per second
int flags; // looping/non-looping flags
int activity;
int actweight;
int numevents;
int eventindex;
int numframes; // number of frames per sequence
int numpivots; // number of foot pivots
int pivotindex;
int motiontype;
int motionbone;
vec3_t linearmovement;
int automoveposindex;
int automoveangleindex;
vec3_t bbmin; // per sequence bounding box
vec3_t bbmax;
int numblends;
int animindex; // mstudioanim_t pointer relative to start of sequence group data
// [blend][bone][X, Y, Z, XR, YR, ZR]
int blendtype[2]; // X, Y, Z, XR, YR, ZR
float blendstart[2]; // starting value
float blendend[2]; // ending value
int blendparent;
int seqgroup; // sequence group for demand loading
int entrynode; // transition node at entry
int exitnode; // transition node at exit
int nodeflags; // transition rules
int nextseq; // auto advancing sequences
} mstudioseqdesc_t;
// events
typedef struct
{
int frame;
int event;
int type;
char options[64];
} mstudioevent_t;
// pivots
typedef struct
{
vec3_t org; // pivot point
int start;
int end;
} mstudiopivot_t;
// attachment
typedef struct
{
char name[32];
int type;
int bone;
vec3_t org; // attachment point
vec3_t vectors[3];
} mstudioattachment_t;
typedef struct
{
unsigned short offset[6];
} mstudioanim_t;
// animation frames
typedef union
{
struct
{
byte valid;
byte total;
} num;
short value;
} mstudioanimvalue_t;
// body part index
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex; // index into models array
} mstudiobodyparts_t;
// skin info
typedef struct
{
char name[64];
int flags;
int width;
int height;
int index;
} mstudiotexture_t;
// skin families
// short index[skinfamilies][skinref] // skingroup info
// studio models
typedef struct
{
char name[64];
int type;
float boundingradius;
int nummesh;
int meshindex;
int numverts; // number of unique vertices
int vertinfoindex; // vertex bone info
int vertindex; // vertex vec3_t
int numnorms; // number of unique surface normals
int norminfoindex; // normal bone info
int normindex; // normal vec3_t
int numgroups; // deformation groups
int groupindex;
} mstudiomodel_t;
// meshes
typedef struct
{
int numtris;
int triindex;
int skinref;
int numnorms; // per mesh normals
int normindex; // normal vec3_t
} mstudiomesh_t;
static activity_map_t activity_map[] =
{
{ACT_IDLE, "ACT_IDLE" },
{ACT_GUARD, "ACT_GUARD" },
{ACT_WALK, "ACT_WALK" },
{ACT_RUN, "ACT_RUN" },
{ACT_FLY, "ACT_FLY" },
{ACT_SWIM, "ACT_SWIM", },
{ACT_HOP, "ACT_HOP", },
{ACT_LEAP, "ACT_LEAP" },
{ACT_FALL, "ACT_FALL" },
{ACT_LAND, "ACT_LAND" },
{ACT_STRAFE_LEFT, "ACT_STRAFE_LEFT" },
{ACT_STRAFE_RIGHT, "ACT_STRAFE_RIGHT" },
{ACT_ROLL_LEFT, "ACT_ROLL_LEFT" },
{ACT_ROLL_RIGHT, "ACT_ROLL_RIGHT" },
{ACT_TURN_LEFT, "ACT_TURN_LEFT" },
{ACT_TURN_RIGHT, "ACT_TURN_RIGHT" },
{ACT_CROUCH, "ACT_CROUCH" },
{ACT_CROUCHIDLE, "ACT_CROUCHIDLE" },
{ACT_STAND, "ACT_STAND" },
{ACT_USE, "ACT_USE" },
{ACT_SIGNAL1, "ACT_SIGNAL1" },
{ACT_SIGNAL2, "ACT_SIGNAL2" },
{ACT_SIGNAL3, "ACT_SIGNAL3" },
{ACT_TWITCH, "ACT_TWITCH" },
{ACT_COWER, "ACT_COWER" },
{ACT_SMALL_FLINCH, "ACT_SMALL_FLINCH" },
{ACT_BIG_FLINCH, "ACT_BIG_FLINCH" },
{ACT_RANGE_ATTACK1, "ACT_RANGE_ATTACK1" },
{ACT_RANGE_ATTACK2, "ACT_RANGE_ATTACK2" },
{ACT_MELEE_ATTACK1, "ACT_MELEE_ATTACK1" },
{ACT_MELEE_ATTACK2, "ACT_MELEE_ATTACK2" },
{ACT_RELOAD, "ACT_RELOAD" },
{ACT_ARM, "ACT_ARM" },
{ACT_DISARM, "ACT_DISARM" },
{ACT_EAT, "ACT_EAT" },
{ACT_DIESIMPLE, "ACT_DIESIMPLE" },
{ACT_DIEBACKWARD, "ACT_DIEBACKWARD" },
{ACT_DIEFORWARD, "ACT_DIEFORWARD" },
{ACT_DIEVIOLENT, "ACT_DIEVIOLENT" },
{ACT_BARNACLE_HIT, "ACT_BARNACLE_HIT" },
{ACT_BARNACLE_PULL, "ACT_BARNACLE_PULL" },
{ACT_BARNACLE_CHOMP, "ACT_BARNACLE_CHOMP" },
{ACT_BARNACLE_CHEW, "ACT_BARNACLE_CHEW" },
{ACT_SLEEP, "ACT_SLEEP" },
{ACT_INSPECT_FLOOR, "ACT_INSPECT_FLOOR" },
{ACT_INSPECT_WALL, "ACT_INSPECT_WALL" },
{ACT_IDLE_ANGRY, "ACT_IDLE_ANGRY" },
{ACT_WALK_HURT, "ACT_WALK_HURT" },
{ACT_RUN_HURT, "ACT_RUN_HURT" },
{ACT_HOVER, "ACT_HOVER" },
{ACT_GLIDE, "ACT_GLIDE" },
{ACT_FLY_LEFT, "ACT_FLY_LEFT" },
{ACT_FLY_RIGHT, "ACT_FLY_RIGHT" },
{ACT_DETECT_SCENT, "ACT_DETECT_SCENT" },
{ACT_SNIFF, "ACT_SNIFF" },
{ACT_BITE, "ACT_BITE" },
{ACT_THREAT_DISPLAY, "ACT_THREAT_DISPLAY" },
{ACT_FEAR_DISPLAY, "ACT_FEAR_DISPLAY" },
{ACT_EXCITED, "ACT_EXCITED" },
{ACT_SPECIAL_ATTACK1, "ACT_SPECIAL_ATTACK1" },
{ACT_SPECIAL_ATTACK2, "ACT_SPECIAL_ATTACK2" },
{ACT_COMBAT_IDLE, "ACT_COMBAT_IDLE" },
{ACT_WALK_SCARED, "ACT_WALK_SCARED" },
{ACT_RUN_SCARED, "ACT_RUN_SCARED" },
{ACT_VICTORY_DANCE, "ACT_VICTORY_DANCE" },
{ACT_DIE_HEADSHOT, "ACT_DIE_HEADSHOT" },
{ACT_DIE_CHESTSHOT, "ACT_DIE_CHESTSHOT" },
{ACT_DIE_GUTSHOT, "ACT_DIE_GUTSHOT" },
{ACT_DIE_BACKSHOT, "ACT_DIE_BACKSHOT" },
{ACT_FLINCH_HEAD, "ACT_FLINCH_HEAD" },
{ACT_FLINCH_CHEST, "ACT_FLINCH_CHEST" },
{ACT_FLINCH_STOMACH, "ACT_FLINCH_STOMACH" },
{ACT_FLINCH_LEFTARM, "ACT_FLINCH_LEFTARM" },
{ACT_FLINCH_RIGHTARM, "ACT_FLINCH_RIGHTARM" },
{ACT_FLINCH_LEFTLEG, "ACT_FLINCH_LEFTLEG" },
{ACT_FLINCH_RIGHTLEG, "ACT_FLINCH_RIGHTLEG" },
{ACT_VM_NONE, "ACT_VM_NONE" }, // invalid animation
{ACT_VM_DEPLOY, "ACT_VM_DEPLOY" }, // deploy
{ACT_VM_DEPLOY_EMPTY, "ACT_VM_DEPLOY_EMPTY" }, // deploy empty weapon
{ACT_VM_HOLSTER, "ACT_VM_HOLSTER" }, // holster empty weapon
{ACT_VM_HOLSTER_EMPTY, "ACT_VM_HOLSTER_EMPTY" },
{ACT_VM_IDLE1, "ACT_VM_IDLE1" },
{ACT_VM_IDLE2, "ACT_VM_IDLE2" },
{ACT_VM_IDLE3, "ACT_VM_IDLE3" },
{ACT_VM_RANGE_ATTACK1, "ACT_VM_RANGE_ATTACK1" },
{ACT_VM_RANGE_ATTACK2, "ACT_VM_RANGE_ATTACK2" },
{ACT_VM_RANGE_ATTACK3, "ACT_VM_RANGE_ATTACK3" },
{ACT_VM_MELEE_ATTACK1, "ACT_VM_MELEE_ATTACK1" },
{ACT_VM_MELEE_ATTACK2, "ACT_VM_MELEE_ATTACK2" },
{ACT_VM_MELEE_ATTACK3, "ACT_VM_MELEE_ATTACK3" },
{ACT_VM_SHOOT_EMPTY, "ACT_VM_SHOOT_EMPTY" },
{ACT_VM_START_RELOAD, "ACT_VM_START_RELOAD" },
{ACT_VM_RELOAD, "ACT_VM_RELOAD" },
{ACT_VM_RELOAD_EMPTY, "ACT_VM_RELOAD_EMPTY" },
{ACT_VM_TURNON, "ACT_VM_TURNON" },
{ACT_VM_TURNOFF, "ACT_VM_TURNOFF" },
{ACT_VM_PUMP, "ACT_VM_PUMP" }, // user animations
{ACT_VM_PUMP_EMPTY, "ACT_VM_PUMP_EMPTY" },
{ACT_VM_START_CHARGE, "ACT_VM_START_CHARGE" },
{ACT_VM_CHARGE, "ACT_VM_CHARGE" },
{ACT_VM_OVERLOAD, "ACT_VM_CHARGE" },
{ACT_VM_IDLE_EMPTY, "ACT_VM_IDLE_EMPTY" },
{0, NULL },
};
/*
==============================================================================
BRUSH MODELS
==============================================================================
*/
//header
#define BSPMOD_VERSION 38
#define IDBSPMODHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I') // little-endian "IBSP"
// 16 bit short limits
#define MAX_MAP_SIZE 8192 // -/+ 4096
#define MAX_KEY 32
#define MAX_MAP_AREAS 256
#define MAX_VALUE 1024
#define MAX_MAP_MODELS 2048 // mesh models and sprites too
#define MAX_MAP_AREAPORTALS 1024
#define MAX_MAP_ENTITIES 2048
#define MAX_MAP_TEXINFO 8192
#define MAX_MAP_BRUSHES 16384
#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_ENTSTRING 0x40000
#define MAX_MAP_LIGHTING 0x400000
#define MAX_MAP_VISIBILITY 0x100000
//lump offset
#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 // unused
#define LUMP_AREAS 17
#define LUMP_AREAPORTALS 18
#define HEADER_LUMPS 19
// 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
//other limits
#define MAXLIGHTMAPS 4
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; // submodels just draw faces
int numfaces; // without walking the bsp tree
} dmodel_t;
typedef struct
{
float point[3];
} dvertex_t;
typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;
typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling
short maxs[3];
word firstface;
word 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/*.jpg)
int nexttexinfo; // for animations, -1 = end of chain
} texinfo_t;
typedef struct
{
word v[2]; // vertex numbers
} dedge_t;
typedef struct
{
word 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];
word firstleafface;
word numleaffaces;
word firstleafbrush;
word numleafbrushes;
} dleaf_t;
typedef struct
{
word planenum; // facing out of the leaf
short texinfo;
} dbrushside_t;
typedef struct
{
int firstside;
int numsides;
int contents;
} dbrush_t;
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} dvis_t;
typedef struct
{
int portalnum;
int otherarea;
} dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} darea_t;
/*
==============================================================================
MAP CONTENTS & SURFACES DESCRIPTION
==============================================================================
*/
#define PLANE_X 0 // 0-2 are axial planes
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5
// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_NONE 0 // just a mask for source tabulation
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64
#define CONTENTS_MUD 128 // not a "real" content property - used only for watertype
// remaining contents are non-visible, and don't eat brushes
#define CONTENTS_FOG 0x4000 //future expansion
#define CONTENTS_AREAPORTAL 0x8000
#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000
#define CONTENTS_CLIP CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP //both type clip
#define CONTENTS_CURRENT_0 0x40000 // currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000
#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000// auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000
//surfaces
#define SURF_NONE 0 // just a mask for source tabulation
#define SURF_LIGHT 0x1 // value will hold the light strength
#define SURF_SLICK 0x2 // effects game physics
#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture
#define SURF_HINT 0x100 // make a primary bsp splitter
#define SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
#define SURF_NULL 0x400 // remove face after compile
#define SURF_MIRROR 0x800 // remove face after compile
#define SURF_METAL 0x00000400// metal floor
#define SURF_DIRT 0x00000800// dirt, sand, rock
#define SURF_VENT 0x00001000// ventillation duct
#define SURF_GRATE 0x00002000// metal grating
#define SURF_TILE 0x00004000// floor tiles
#define SURF_GRASS 0x00008000// grass
#define SURF_SNOW 0x00010000// snow
#define SURF_CARPET 0x00020000// carpet
#define SURF_FORCE 0x00040000// forcefield
#define SURF_GRAVEL 0x00080000// gravel
#define SURF_ICE 0x00100000// ice
#define SURF_STANDARD 0x00200000// normal footsteps
#define SURF_STEPMASK 0x000FFC00
/*
==============================================================================
VIRTUAL MACHINE
a internal virtual machine like as QuakeC, but it has more extensions
==============================================================================
*/
// header
#define QPROGS_VERSION 6 // Quake1 progs version
#define FPROGS_VERSION 7 // Fte progs version
#define VPROGS_VERSION 8 // xash progs version
#define LNNUMS_VERSION 1 // line numbers version
#define VPROGSHEADER16 (('6'<<24)+('1'<<16)+('D'<<8)+'I') // little-endian "ID16"
#define VPROGSHEADER32 (('2'<<24)+('3'<<16)+('D'<<8)+'I') // little-endian "ID32"
#define LINENUMSHEADER (('F'<<24)+('O'<<16)+('N'<<8)+'L') // little-endian "LNOF"
// global ofssets
#define OFS_NULL 0
#define OFS_RETURN 1
#define OFS_PARM0 4
#define OFS_PARM1 7
#define OFS_PARM2 10
#define OFS_PARM3 13
#define OFS_PARM4 16
#define OFS_PARM5 19
#define OFS_PARM6 22
#define OFS_PARM7 25
#define RESERVED_OFS 28
// misc flags
#define DEF_SHARED (1<<14)
#define DEF_SAVEGLOBAL (1<<15)
// compression block flags
#define COMP_STATEMENTS 1
#define COMP_DEFS 2
#define COMP_FIELDS 4
#define COMP_FUNCTIONS 8
#define COMP_STRINGS 16
#define COMP_GLOBALS 32
#define COMP_LINENUMS 64
#define COMP_TYPES 128
#define COMP_SOURCE 256
#define MAX_PARMS 8
// 16-bit mode
#define dstatement_t dstatement16_t
#define ddef_t ddef16_t // these should be the same except the string type
typedef enum
{
ev_void,
ev_string,
ev_float,
ev_vector,
ev_entity,
ev_field,
ev_function,
ev_pointer,
ev_integer,
ev_variant,
ev_struct,
ev_union,
} etype_t;
enum op_state
{
OP_DONE, // 0
OP_MUL_F,
OP_MUL_V,
OP_MUL_FV, // (vec3_t) * (float)
OP_MUL_VF, // (float) * (vec3_t)
OP_DIV_F,
OP_ADD_F,
OP_ADD_V,
OP_SUB_F,
OP_SUB_V,
OP_EQ_F, // 10
OP_EQ_V,
OP_EQ_S,
OP_EQ_E,
OP_EQ_FNC,
OP_NE_F,
OP_NE_V,
OP_NE_S,
OP_NE_E,
OP_NE_FNC,
OP_LE, // = (float) <= (float);
OP_GE, // = (float) >= (float);
OP_LT, // = (float) < (float);
OP_GT, // = (float) > (float);
OP_LOAD_F,
OP_LOAD_V,
OP_LOAD_S,
OP_LOAD_ENT,
OP_LOAD_FLD,
OP_LOAD_FNC,
OP_ADDRESS, // 30
OP_STORE_F,
OP_STORE_V,
OP_STORE_S,
OP_STORE_ENT,
OP_STORE_FLD,
OP_STORE_FNC,
OP_STOREP_F,
OP_STOREP_V,
OP_STOREP_S,
OP_STOREP_ENT, // 40
OP_STOREP_FLD,
OP_STOREP_FNC,
OP_RETURN,
OP_NOT_F,
OP_NOT_V,
OP_NOT_S,
OP_NOT_ENT,
OP_NOT_FNC,
OP_IF,
OP_IFNOT, // 50
OP_CALL0,
OP_CALL1,
OP_CALL2,
OP_CALL3,
OP_CALL4,
OP_CALL5,
OP_CALL6,
OP_CALL7,
OP_CALL8,
OP_STATE, // 60
OP_GOTO,
OP_AND,
OP_OR,
OP_BITAND, // = (float) & (float); // of cource converting into integer in real code
OP_BITOR,
// version 7 started
OP_MULSTORE_F, // f *= f
OP_MULSTORE_V, // v *= f
OP_MULSTOREP_F, // e.f *= f
OP_MULSTOREP_V, // e.v *= f
OP_DIVSTORE_F, // f /= f
OP_DIVSTOREP_F, // e.f /= f
OP_ADDSTORE_F, // f += f
OP_ADDSTORE_V, // v += v
OP_ADDSTOREP_F, // e.f += f
OP_ADDSTOREP_V, // e.v += v
OP_SUBSTORE_F, // f -= f
OP_SUBSTORE_V, // v -= v
OP_SUBSTOREP_F, // e.f -= f
OP_SUBSTOREP_V, // e.v -= v
OP_FETCH_GBL_F, // 80
OP_FETCH_GBL_V,
OP_FETCH_GBL_S,
OP_FETCH_GBL_E,
OP_FETCH_G_FNC,
OP_CSTATE,
OP_CWSTATE,
OP_THINKTIME,
OP_BITSET, // b (+) a
OP_BITSETP, // .b (+) a
OP_BITCLR, // b (-) a
OP_BITCLRP, // .b (-) a
OP_RAND0,
OP_RAND1,
OP_RAND2,
OP_RANDV0,
OP_RANDV1,
OP_RANDV2,
OP_SWITCH_F, // switches
OP_SWITCH_V, // 100
OP_SWITCH_S,
OP_SWITCH_E,
OP_SWITCH_FNC,
OP_CASE,
OP_CASERANGE,
OP_STORE_I,
OP_STORE_IF,
OP_STORE_FI,
OP_ADD_I,
OP_ADD_FI, // 110
OP_ADD_IF,
OP_SUB_I,
OP_SUB_FI,
OP_SUB_IF,
OP_CONV_ITOF,
OP_CONV_FTOI,
OP_CP_ITOF,
OP_CP_FTOI,
OP_LOAD_I,
OP_STOREP_I, // 120
OP_STOREP_IF,
OP_STOREP_FI,
OP_BITAND_I,
OP_BITOR_I,
OP_MUL_I,
OP_DIV_I,
OP_EQ_I,
OP_NE_I,
OP_IFNOTS,
OP_IFS, // 130
OP_NOT_I,
OP_DIV_VF,
OP_POWER_I,
OP_RSHIFT_I,
OP_LSHIFT_I,
OP_GLOBAL_ADD,
OP_POINTER_ADD, // pointer to 32 bit (remember to *3 for vectors)
OP_LOADA_F,
OP_LOADA_V,
OP_LOADA_S, // 140
OP_LOADA_ENT,
OP_LOADA_FLD,
OP_LOADA_FNC,
OP_LOADA_I,
OP_STORE_P,
OP_LOAD_P,
OP_LOADP_F,
OP_LOADP_V,
OP_LOADP_S,
OP_LOADP_ENT, // 150
OP_LOADP_FLD,
OP_LOADP_FNC,
OP_LOADP_I,
OP_LE_I, // (int)c = (int)a <= (int)b;
OP_GE_I, // (int)c = (int)a >= (int)b;
OP_LT_I, // (int)c = (int)a < (int)b;
OP_GT_I, // (int)c = (int)a > (int)b;
OP_LE_IF, // (float)c = (int)a <= (float)b;
OP_GE_IF, // (float)c = (int)a >= (float)b;
OP_LT_IF, // (float)c = (int)a < (float)b;
OP_GT_IF, // (float)c = (int)a > (float)b;
OP_LE_FI, // (float)c = (float)a <= (int)b;
OP_GE_FI, // (float)c = (float)a >= (int)b;
OP_LT_FI, // (float)c = (float)a < (int)b;
OP_GT_FI, // (float)c = (float)a > (int)b;
OP_EQ_IF,
OP_EQ_FI,
OP_ADD_SF, // (char*)c = (char*)a + (float)b
OP_SUB_S, // (float)c = (char*)a - (char*)b
OP_STOREP_C, // (float)c = *(char*)b = (float)a
OP_LOADP_C, // (float)c = *(char*) // 170
OP_MUL_IF,
OP_MUL_FI,
OP_MUL_VI,
OP_MUL_IV,
OP_DIV_IF,
OP_DIV_FI,
OP_BITAND_IF,
OP_BITOR_IF,
OP_BITAND_FI, // 180
OP_BITOR_FI,
OP_AND_I,
OP_OR_I,
OP_AND_IF,
OP_OR_IF,
OP_AND_FI,
OP_OR_FI,
OP_NE_IF,
OP_NE_FI,
OP_GSTOREP_I, // 190
OP_GSTOREP_F,
OP_GSTOREP_ENT,
OP_GSTOREP_FLD, // integers
OP_GSTOREP_S,
OP_GSTOREP_FNC, // pointers
OP_GSTOREP_V,
OP_GADDRESS,
OP_GLOAD_I,
OP_GLOAD_F,
OP_GLOAD_FLD, // 200
OP_GLOAD_ENT,
OP_GLOAD_S,
OP_GLOAD_FNC,
OP_GLOAD_V,
OP_BOUNDCHECK,
OP_STOREP_P, // back to ones that we do use.
OP_PUSH,
OP_POP,
// version 8 started
OP_NUMOPS,
};
typedef struct statement16_s
{
word op;
short a,b,c;
} dstatement16_t;
typedef struct statement32_s
{
dword op;
long a,b,c;
} dstatement32_t;
typedef struct ddef16_s
{
word type; // if DEF_SAVEGLOBAL bit is set
// the variable needs to be saved in savegames
word ofs;
string_t s_name;
} ddef16_t;
typedef struct ddef32_s
{
dword type; // if DEF_SAVEGLOBAL bit is set
// the variable needs to be saved in savegames
dword ofs;
string_t s_name;
} ddef32_t;
typedef struct fdef_s
{
uint type; // if DEF_SAVEGLOBAL bit is set
// the variable needs to be saved in savegames
uint ofs;
uint progsofs; // used at loading time, so maching field offsets (unions/members)
// are positioned at the same runtime offset.
char *name;
} fdef_t;
typedef struct
{
int first_statement; // negative numbers are builtins
int parm_start;
int locals; // total ints of parms + locals
int profile; // runtime
string_t s_name;
string_t s_file; // source file defined in
int numparms;
byte parm_size[MAX_PARMS];
} dfunction_t;
typedef struct
{
int version; // version number
int crc; // check of header file
uint ofs_statements; // comp 1
uint numstatements; // statement 0 is an error
uint ofs_globaldefs; // comp 2
uint numglobaldefs;
uint ofs_fielddefs; // comp 4
uint numfielddefs;
uint ofs_functions; // comp 8
uint numfunctions; // function 0 is an empty
uint ofs_strings; // comp 16
uint numstrings; // first string is a null string
uint ofs_globals; // comp 32
uint numglobals;
uint entityfields;
// version 7 extensions
uint ofsfiles; // source files always compressed
uint ofslinenums; // numstatements big // comp 64
uint ofsbodylessfuncs; // no comp
uint numbodylessfuncs;
uint ofs_types; // comp 128
uint numtypes;
uint blockscompressed; // who blocks are compressed (COMP flags)
int id; // version 7 id
} dprograms_t;
typedef struct dlno_s
{
int header;
int version;
uint numglobaldefs;
uint numglobals;
uint numfielddefs;
uint numstatements;
} dlno_t;
typedef struct mfunction_s
{
int first_statement; // negative numbers are builtins
int parm_start;
int locals; // total ints of parms + locals
// these are doubles so that they can count up to 54bits or so rather than 32bit
double profile; // runtime
double builtinsprofile; // cost of builtin functions called by this function
double callcount; // times the functions has been called since the last profile call
int s_name;
int s_file; // source file defined in
int numparms;
byte parm_size[MAX_PARMS];
} mfunction_t;
typedef struct
{
char filename[128];
int size;
int compsize;
int compmethod;
int ofs;
} includeddatafile_t;
typedef struct type_s
{
etype_t type;
struct type_s *parentclass; // type_entity...
struct type_s *next;
struct type_s *aux_type; // return type or field type
struct type_s *param;
int num_parms; // -1 = variable args
uint ofs; // inside a structure.
uint size;
char *name;
} type_t;
/*
==============================================================================
ENGINE TRACE FORMAT
==============================================================================
*/
#define SURF_PLANEBACK 2
#define SURF_DRAWSKY 4
#define SURF_DRAWTURB 0x10
#define SURF_DRAWBACKGROUND 0x40
#define SURF_UNDERWATER 0x80
typedef struct cplane_s
{
vec3_t normal;
float dist;
byte type; // for fast side tests
byte signbits; // signx + (signy<<1) + (signz<<1)
byte pad[2];
} cplane_t;
typedef struct cmodel_s
{
int modidx; //edict index
char name[64]; //model name
vec3_t mins, maxs; // boundbox
vec3_t origin; // for sounds or lights
int headnode; // bsp info
int numframes; // sprite framecount
void *extradata; // for studio models
} cmodel_t;
typedef struct csurface_s
{
char name[16];
int flags;
int value;
// physics stuff
int firstedge; // look up in model->surfedges[], negative numbers
int numedges; // are backwards edges
} csurface_t;
typedef struct mapsurface_s
{
csurface_t c;
char rname[32];
} mapsurface_t;
typedef struct trace_s
{
bool allsolid; // if true, plane is not valid
bool startsolid; // if true, the initial point was in a solid area
bool startstuck; // trace started from solid entity
float fraction; // time completed, 1.0 = didn't hit anything
vec3_t endpos; // final position
cplane_t plane; // surface normal at impact
csurface_t *surface; // surface hit
int contents; // contents on other side of surface hit
int hitgroup; // hit a studiomodel hitgroup #
int flags; // misc trace flags
edict_t *ent; // not set by CM_*() functions
} trace_t;
/*
==============================================================================
SAVE FILE
==============================================================================
*/
#define SAVE_VERSION 3
#define IDSAVEHEADER (('E'<<24)+('V'<<16)+('A'<<8)+'S') // little-endian "SAVE"
#define LUMP_COMMENTS 0 // map comments
#define LUMP_CFGSTRING 1 // client info strings
#define LUMP_AREASTATE 2 // area portals state
#define LUMP_GAMESTATE 3 // progs global state (deflated)
#define LUMP_MAPNAME 4 // map name
#define LUMP_GAMECVARS 5 // contain game comment and all cvar state
#define LUMP_GAMEENTS 6 // ents state (deflated)
#define LUMP_SNAPSHOT 7 // tga image snapshot (128x128)
#define SAVE_NUMLUMPS 8 // header size
typedef struct
{
int ident;
int version;
lump_t lumps[SAVE_NUMLUMPS];
} dsavehdr_t;
typedef struct
{
char name[MAX_QPATH];
char value[MAX_QPATH];
} dsavecvar_t;
#endif//REF_FORMAT_H