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Xash3DArchive/public/qfiles_ref.h

922 lines
24 KiB
C

//=======================================================================
// Copyright XashXT Group 2008 ©
// qfiles_ref.h - xash supported formats
//=======================================================================
#ifndef REF_DFILES_H
#define REF_DFILES_H
/*
========================================================================
.WAD archive format (WhereAllData - WAD)
List of compressed files, that can be identify only by TYPE_*
<format>
header: dwadinfo_t[dwadinfo_t]
file_1: byte[dwadinfo_t[num]->disksize]
file_2: byte[dwadinfo_t[num]->disksize]
file_3: byte[dwadinfo_t[num]->disksize]
...
file_n: byte[dwadinfo_t[num]->disksize]
infotable dlumpinfo_t[dwadinfo_t->numlumps]
========================================================================
*/
#define IDWAD3HEADER (('3'<<24)+('D'<<16)+('A'<<8)+'W')
// dlumpinfo_t->compression
#define CMP_NONE 0 // compression none
#define CMP_LZSS 1 // currently not used
#define CMP_ZLIB 2 // zip-archive compression
// dlumpinfo_t->type
#define TYPE_QPAL 64 // quake palette
#define TYPE_QTEX 65 // probably was never used
#define TYPE_QPIC 66 // quake1 and hl pic (lmp_t)
#define TYPE_MIPTEX 67 // half-life (mip_t) previous was TYP_SOUND but never used in quake1
#define TYPE_QMIP 68 // quake1 (mip_t) (replaced with TYPE_MIPTEX while loading)
#define TYPE_BINDATA 69 // engine internal data (map lumps, save lumps etc)
#define TYPE_STRDATA 70 // stringdata type (stringtable marked as TYPE_BINDATA)
#define TYPE_RAW 71 // unrecognized raw data
#define TYPE_SCRIPT 72 // .txt scripts (xash ext)
#define TYPE_VPROGS 73 // .dat progs (xash ext)
/*
==============================================================================
SPRITE MODELS
.spr extended version (Half-Life compatible sprites with some xash extensions)
==============================================================================
*/
#define IDSPRITEHEADER (('P'<<24)+('S'<<16)+('D'<<8)+'I') // little-endian "IDSP"
#define SPRITE_VERSION 2 // Half-Life sprites
typedef enum
{
ST_SYNC = 0,
ST_RAND
} synctype_t;
typedef enum
{
SPR_SINGLE = 0,
SPR_GROUP,
SPR_ANGLED // xash ext
} frametype_t;
typedef enum
{
SPR_NORMAL = 0,
SPR_ADDITIVE,
SPR_INDEXALPHA,
SPR_ALPHTEST,
SPR_ADDGLOW // xash ext
} drawtype_t;
typedef enum
{
SPR_FWD_PARALLEL_UPRIGHT = 0,
SPR_FACING_UPRIGHT,
SPR_FWD_PARALLEL,
SPR_ORIENTED,
SPR_FWD_PARALLEL_ORIENTED,
} angletype_t;
typedef enum
{
SPR_SINGLE_FACE = 0, // oriented sprite will be draw with one face
SPR_DOUBLE_FACE, // oriented sprite will be draw back face too
SPR_XCROSS_FACE, // same like as flame in UT'99
} facetype_t;
typedef struct
{
int ident; // LittleLong 'ISPR'
int version; // current version 3
angletype_t type; // camera align
drawtype_t texFormat; // rendering mode (Xash3D ext)
int boundingradius; // quick face culling
int bounds[2]; // minsmaxs
int numframes; // including groups
facetype_t facetype; // cullface (Xash3D ext)
synctype_t synctype; // animation synctype
} dsprite_t;
typedef struct
{
int origin[2];
int width;
int height;
} dspriteframe_t;
typedef struct
{
int numframes;
} dspritegroup_t;
typedef struct
{
float interval;
} dspriteinterval_t;
typedef struct
{
frametype_t type;
} dframetype_t;
/*
========================================================================
.LMP image format (Half-Life gfx.wad lumps)
========================================================================
*/
typedef struct lmp_s
{
uint width;
uint height;
} lmp_t;
/*
========================================================================
.MIP image format (half-Life textures)
========================================================================
*/
typedef struct mip_s
{
char name[16];
uint width;
uint height;
uint offsets[4]; // four mip maps stored
} mip_t;
/*
==============================================================================
BRUSH MODELS
.bsp contain level static geometry with including PVS, PHS, PHYS and lightning info
==============================================================================
*/
// header
#define BSPMOD_VERSION 39
#define IDBSPMODHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I') // little-endian "IBSP"
// 32 bit limits
#define MAX_MAP_AREA_BYTES MAX_MAP_AREAS / 8 // bit vector of area visibility
#define MAX_MAP_AREAS 0x100 // don't increase this
#define MAX_MAP_MODELS 0x2000 // mesh models and sprites too
#define MAX_MAP_AREAPORTALS 0x400
#define MAX_MAP_ENTITIES 0x2000
#define MAX_MAP_SHADERS 0x1000
#define MAX_MAP_TEXINFO 0x8000
#define MAX_MAP_BRUSHES 0x8000
#define MAX_MAP_PLANES 0x20000
#define MAX_MAP_NODES 0x20000
#define MAX_MAP_BRUSHSIDES 0x20000
#define MAX_MAP_LEAFS 0x20000
#define MAX_MAP_VERTS 0x80000
#define MAX_MAP_SURFACES 0x20000
#define MAX_MAP_LEAFFACES 0x20000
#define MAX_MAP_LEAFBRUSHES 0x40000
#define MAX_MAP_PORTALS 0x20000
#define MAX_MAP_EDGES 0x80000
#define MAX_MAP_SURFEDGES 0x80000
#define MAX_MAP_ENTSTRING 0x80000
#define MAX_MAP_LIGHTING 0x800000
#define MAX_MAP_VISIBILITY 0x800000
#define MAX_MAP_COLLISION 0x800000
// other limits
#define DVIS_PVS 0
#define DVIS_PHS 1
#define MAX_KEY 128
#define MAX_VALUE 512
#define MAX_WORLD_COORD ( 128 * 1024 )
#define MIN_WORLD_COORD (-128 * 1024 )
#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
#define MAX_SHADERPATH 64
#define NUMVERTEXNORMALS 162 // quake avertex normals
#define MAX_BUILD_SIDES 512 // per one brush. (don't touch!)
#define LM_SAMPLE_SIZE 16 // q1, q2, q3 default value (lightmap resoultion)
#define LM_STYLES 4 // MAXLIGHTMAPS
#define LS_NORMAL 0x00
#define LS_UNUSED 0xFE
#define LS_NONE 0xFF
#define MAX_LSTYLES 256
#define MAX_LIGHT_STYLES 64
#define MAX_SWITCHED_LIGHTS 32
typedef enum
{
AMBIENT_SKY = 0, // windfly1.wav
AMBIENT_WATER,
AMBIENT_SLIME,
AMBIENT_LAVA,
NUM_AMBIENTS // automatic ambient sounds
} bsp_sounds_t;
// lump names
#define LUMP_MAPINFO "mapinfo"
#define LUMP_ENTITIES "entities"
#define LUMP_SHADERS "shaders" // contains shader name and dims
#define LUMP_PLANES "planes"
#define LUMP_LEAFS "leafs"
#define LUMP_LEAFFACES "leafsurfaces" // marksurfaces
#define LUMP_LEAFBRUSHES "leafbrushes"
#define LUMP_NODES "nodes"
#define LUMP_VERTEXES "vertexes"
#define LUMP_EDGES "edges"
#define LUMP_SURFEDGES "surfedges"
#define LUMP_TEXINFO "texinfo"
#define LUMP_SURFACES "surfaces"
#define LUMP_MODELS "bmodels" // bsp brushmodels
#define LUMP_BRUSHES "brushes"
#define LUMP_BRUSHSIDES "brushsides"
#define LUMP_VISIBILITY "visdata"
#define LUMP_LIGHTING "lightdata"
#define LUMP_COLLISION "collision" // prepared newton collision tree
#define LUMP_LIGHTGRID "lightgrid" // private server.dat for current map
#define LUMP_AREAS "areas"
#define LUMP_AREAPORTALS "areaportals"
#define MAP_SINGLEPLAYER BIT(0)
#define MAP_DEATHMATCH BIT(1) // Classic DeathMatch
#define MAP_COOPERATIVE BIT(2) // Cooperative mode
#define MAP_TEAMPLAY_CTF BIT(3) // teamplay Capture The Flag
#define MAP_TEAMPLAY_DOM BIT(4) // teamplay dominate
#define MAP_LASTMANSTANDING BIT(5)
typedef enum
{
SURF_NONE = 0, // just a mask for source tabulation
SURF_LIGHT = BIT(0), // value will hold the light strength
SURF_SLICK = BIT(1), // effects game physics
SURF_SKY = BIT(2), // don't draw, but add to skybox
SURF_WARP = BIT(3), // turbulent water warp
SURF_TRANS = BIT(4), // translucent
SURF_BLEND = BIT(5), // same as blend
SURF_ALPHA = BIT(6), // alphatest
SURF_ADDITIVE = BIT(7), // additive surface
SURF_NODRAW = BIT(8), // don't bother referencing the texture
SURF_HINT = BIT(9), // make a primary bsp splitter
SURF_SKIP = BIT(10), // completely ignore, allowing non-closed brushes
SURF_NULL = BIT(11), // remove face after compile
SURF_NOLIGHTMAP = BIT(12), // don't place lightmap for this surface
SURF_MIRROR = BIT(12), // remove face after compile
SURF_CHROME = BIT(13), // chrome surface effect
SURF_GLOW = BIT(14), // sprites glow
} surfaceType_t;
// bsp contents
typedef enum
{
CONTENTS_NONE = 0, // just a mask for source tabulation
CONTENTS_SOLID = BIT(0), // an eye is never valid in a solid
CONTENTS_WINDOW = BIT(1), // translucent, but not watery
CONTENTS_AUX = BIT(2),
CONTENTS_LAVA = BIT(3),
CONTENTS_SLIME = BIT(4),
CONTENTS_WATER = BIT(5),
CONTENTS_SKY = BIT(6),
// space for new user contents
CONTENTS_MIST = BIT(12),// g-cont. what difference between fog and mist ?
LAST_VISIBLE_CONTENTS = BIT(12),// mask (LAST_VISIBLE_CONTENTS-1)
CONTENTS_FOG = BIT(13),// future expansion
CONTENTS_AREAPORTAL = BIT(14),// func_areaportal volume
CONTENTS_PLAYERCLIP = BIT(15),// clip affect only by player or bot
CONTENTS_MONSTERCLIP = BIT(16),// clip affect only by monster or npc
CONTENTS_CLIP = (CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP), // both type clip
CONTENTS_ORIGIN = BIT(17),// removed before bsping an entity
CONTENTS_BODY = BIT(18),// should never be on a brush, only in game
CONTENTS_CORPSE = BIT(19),// deadbody
CONTENTS_DETAIL = BIT(20),// brushes to be added after vis leafs
CONTENTS_TRANSLUCENT = BIT(21),// auto set if any surface has trans
CONTENTS_LADDER = BIT(22),// like water but ladder : )
CONTENTS_TRIGGER = BIT(23),// trigger volume
// content masks
MASK_SOLID = (CONTENTS_SOLID|CONTENTS_WINDOW),
MASK_PLAYERSOLID = (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_BODY),
MASK_MONSTERSOLID = (CONTENTS_SOLID|CONTENTS_MONSTERCLIP|CONTENTS_WINDOW|CONTENTS_BODY),
MASK_DEADSOLID = (CONTENTS_SOLID|CONTENTS_PLAYERCLIP|CONTENTS_WINDOW|CONTENTS_WINDOW),
MASK_WATER = (CONTENTS_WATER|CONTENTS_LAVA|CONTENTS_SLIME),
MASK_OPAQUE = (CONTENTS_SOLID|CONTENTS_SLIME|CONTENTS_LAVA),
MASK_SHOT = (CONTENTS_SOLID|CONTENTS_BODY|CONTENTS_WINDOW|CONTENTS_CORPSE)
} contentType_t;
typedef struct
{
int ident;
int version;
char message[64]; // map message
int flags; // map flags
int reserved[13]; // future expansions
} dheader_t;
typedef struct
{
float mins[3];
float maxs[3];
int firstsurface; // submodels just draw faces
int numsurfaces; // without walking the bsp tree
int firstbrush; // physics stuff
int numbrushes;
} dmodel_t;
typedef struct
{
char name[64]; // shader name
int size[2]; // general size for current s\t coords (used for replace texture)
int surfaceFlags; // surface flags (can be replaced)
int contentFlags; // texture contents (can be replaced)
} dshader_t;
typedef struct
{
float point[3];
} dvertex_t;
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];
int firstsurface;
int numsurfaces; // counting both sides
} dnode_t;
typedef struct
{
float vecs[2][4]; // [s/t][xyz offset] texture s\t
int shadernum; // shader number in LUMP_SHADERS array
int value; // FIXME: eliminate this ? used by qrad, not engine
} dtexinfo_t;
typedef struct
{
int v[2]; // vertex numbers
} dedge_t;
typedef int dsurfedge_t;
typedef dword dleafface_t;
typedef dword dleafbrush_t;
typedef struct
{
int contents; // or of all brushes (not needed?)
int cluster;
int area;
int mins[3]; // for frustum culling
int maxs[3];
int firstleafsurface;
int numleafsurfaces;
int firstleafbrush;
int numleafbrushes;
byte sounds[NUM_AMBIENTS];
} dleaf_t;
typedef struct
{
int planenum; // facing out of the leaf
int texinfo; // surface description
} dbrushside_t;
typedef struct
{
int firstside;
int numsides;
int shadernum; // brush global shader (e.g. contents)
} dbrush_t;
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} dvis_t;
typedef struct
{
vec3_t mins;
vec3_t size;
int bounds[4]; // world bounds
int numpoints; // lightgrid[points]
} dlightgrid_t;
typedef struct
{
int planenum;
int side;
int firstedge;
int numedges;
int texinfo; // number in LUMP_TEXINFO array
// lighting info
byte styles[LM_STYLES];
int lightofs; // start of [numstyles*surfsize] samples
} dsurface_t;
typedef struct
{
int portalnum;
int otherarea;
} dareaportal_t;
typedef struct
{
int numareaportals;
int firstareaportal;
} darea_t;
/*
==============================================================================
VIRTUAL MACHINE
a internal virtual machine like as QuakeC, but it has more extensions
==============================================================================
*/
// header
#define VPROGS_VERSION 8 // xash progs version
#define VPROGSHEADER32 (('2'<<24)+('3'<<16)+('M'<<8)+'V') // little-endian "VM32"
// prvm limits
#define MAX_REGS 65536
#define MAX_STRINGS 1000000
#define MAX_STATEMENTS 0x80000
#define MAX_GLOBALS 32768
#define MAX_FUNCTIONS 16384
#define MAX_FIELDS 2048
#define MAX_CONSTANTS 2048
// global ofsets
#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 OFS_PARM8 28
#define OFS_PARM9 31
#define RESERVED_OFS 34
// misc flags
#define DEF_SHARED (1<<29)
#define DEF_SAVEGLOBAL (1<<30)
// 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 MAX_PARMS 10
typedef struct statement_s
{
dword op;
long a,b,c;
} dstatement_t;
typedef struct ddef_s
{
dword type; // if DEF_SAVEGLOBAL bit is set
// the variable needs to be saved in savegames
dword ofs;
int s_name;
} ddef_t;
typedef struct
{
int first_statement; // negative numbers are builtins
int parm_start;
int locals; // total ints of parms + locals
int profile; // runtime
int s_name;
int s_file; // source file defined in
int numparms;
byte parm_size[MAX_PARMS];
} dfunction_t;
typedef struct
{
int filepos;
int disksize;
int size;
char compression;
char name[64]; // FIXME: make string_t
} dsource_t;
typedef struct
{
int ident; // must be VM32
int version; // version number
int crc; // check of header file
uint flags; // who blocks are compressed (COMP flags)
uint ofs_statements; // COMP_STATEMENTS (release)
uint numstatements; // statement 0 is an error
uint ofs_globaldefs; // COMP_DEFS (release)
uint numglobaldefs;
uint ofs_fielddefs; // COMP_FIELDS (release)
uint numfielddefs;
uint ofs_functions; // COMP_FUNCTIONS (release)
uint numfunctions; // function 0 is an empty
uint ofs_strings; // COMP_STRINGS (release)
uint numstrings; // first string is a null string
uint ofs_globals; // COMP_GLOBALS (release)
uint numglobals;
uint entityfields;
// debug info
uint ofssources; // source are always compressed
uint numsources;
uint ofslinenums; // COMP_LINENUMS (debug) numstatements big
uint ofsbodylessfuncs; // no comp
uint numbodylessfuncs;
uint ofs_types; // COMP_TYPES (debug)
uint numtypes;
} dprograms_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 16 // max anim blends
#define MAXSTUDIOCONTROLLERS 16 // max controllers per model
#define MAXSTUDIOATTACHMENTS 16 // 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_COLORMAP 0x0008 // can changed by colormap command
#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
// bonecontroller types
#define STUDIO_MOUTH 4
// sequence flags
#define STUDIO_LOOPING 0x0001
// render flags
#define STUDIO_RENDER 0x0001
#define STUDIO_EVENTS 0x0002
#define STUDIO_MIRROR 0x0004 // a local player in mirror
// 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
typedef struct
{
int ident;
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;
} dstudiohdr_t;
// header for demand loaded sequence group data
typedef struct
{
int id;
int version;
char name[64];
int length;
} dstudioseqhdr_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
} dstudiobone_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
} dstudiobonecontroller_t;
// intersection boxes
typedef struct
{
int bone;
int group; // intersection group
vec3_t bbmin; // bounding box
vec3_t bbmax;
} dstudiobbox_t;
// demand loaded sequence groups
typedef struct
{
char label[32]; // textual name
char name[64]; // file name
void *cache; // cache index pointer (only in memory)
int data; // hack for group 0
} dstudioseqgroup_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
} dstudioseqdesc_t;
// events
typedef struct
{
int frame;
int event;
int type;
char options[64];
} dstudioevent_t;
// pivots
typedef struct
{
vec3_t org; // pivot point
int start;
int end;
} dstudiopivot_t;
// attachment
typedef struct
{
char name[32];
int type;
int bone;
vec3_t org; // attachment point
vec3_t vectors[3];
} dstudioattachment_t;
typedef struct
{
unsigned short offset[6];
} dstudioanim_t;
// animation frames
typedef union
{
struct
{
byte valid;
byte total;
} num;
short value;
} dstudioanimvalue_t;
// body part index
typedef struct
{
char name[64];
int nummodels;
int base;
int modelindex; // index into models array
} dstudiobodyparts_t;
// skin info
typedef struct
{
char name[64];
int flags;
int width;
int height;
union
{
int index; // disk: offset at start of buffer
shader_t shader; // ref: shader number
};
} dstudiotexture_t;
// skin families
// short index[skinfamilies][skinref] // skingroup info
// studio models
typedef struct
{
char name[64];
int type;
float boundingradius; // software stuff
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;
} dstudiomodel_t;
// meshes
typedef struct
{
int numtris;
int triindex;
int skinref;
int numnorms; // per mesh normals
int normindex; // normal vec3_t
} dstudiomesh_t;
/*
==============================================================================
SAVE FILE
included global, and both (client & server) pent list
==============================================================================
*/
#define LUMP_CFGSTRING "configstrings"
#define LUMP_AREASTATE "areaportals"
#define LUMP_ENTITIES "entities" // entvars + CBase->fields
#define LUMP_ENTTABLE "enttable" // entity transition table
#define LUMP_ADJACENCY "adjacency" // Save Header + ADJACENCY
#define LUMP_GLOBALS "global_data" // Game Header + Global State
#define LUMP_GAMECVARS "latched_cvars"
#define LUMP_HASHTABLE "hashtable" // contains string_t only for used hash-values
#define LUMP_SNAPSHOT "saveshot" // currently not implemented
#define DENT_KEY 0
#define DENT_VAL 1
typedef struct
{
string_t epair[2]; // 0 - key, 1 - value (indexes from stringtable)
} dkeyvalue_t;
#endif//REF_DFILES_H