https://github.com/id-Software/Quake-III-Arena
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Tip revision: dbe4ddb10315479fc00086f08e25d968b4b43c49 authored by Travis Bradshaw on 31 January 2012, 19:41:34 UTC
The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
Tip revision: dbe4ddb
QFILES.H
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena 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 2 of the License,
or (at your option) any later version.

Quake III Arena 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 Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

//
// qfiles.h: quake file formats
// This file must be identical in the quake and utils directories
//

/*
========================================================================

.MD2 triangle model file format

========================================================================
*/

#define IDALIASHEADER		(('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define ALIAS_VERSION	8

#define	MAX_TRIANGLES	4096
#define MAX_VERTS		2048
#define MAX_FRAMES		512
#define MAX_MD2SKINS	32
#define	MAX_SKINNAME	64

typedef struct
{
	short	s;
	short	t;
} dstvert_t;

typedef struct 
{
	short	index_xyz[3];
	short	index_st[3];
} dtriangle_t;

typedef struct
{
	byte	v[3];			// scaled byte to fit in frame mins/maxs
	byte	lightnormalindex;
} dtrivertx_t;

typedef struct
{
	float		scale[3];	// multiply byte verts by this
	float		translate[3];	// then add this
	char		name[16];	// frame name from grabbing
	dtrivertx_t	verts[1];	// variable sized
} daliasframe_t;


// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.


typedef struct
{
	int			ident;
	int			version;

	int			skinwidth;
	int			skinheight;
	int			framesize;		// byte size of each frame

	int			num_skins;
	int			num_xyz;
	int			num_st;			// greater than num_xyz for seams
	int			num_tris;
	int			num_glcmds;		// dwords in strip/fan command list
	int			num_frames;

	int			ofs_skins;		// each skin is a MAX_SKINNAME string
	int			ofs_st;			// byte offset from start for stverts
	int			ofs_tris;		// offset for dtriangles
	int			ofs_frames;		// offset for first frame
	int			ofs_glcmds;	
	int			ofs_end;		// end of file

} dmdl_t;

#define MD3_IDENT			(('3'<<24)+('P'<<16)+('D'<<8)+'I')
#define	MAX_QPATH			64		// max length of a quake game pathname
#define	MD3_XYZ_SCALE		(1.0/64)

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;

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
{
  float st[2];
  int   nVertIndex;
} glst_t;

typedef struct
{
  int     nCount;
  int     ObjectIndex;
  glst_t  GlSt;
} gl_t;

/*
========================================================================

.SP2 sprite file format

========================================================================
*/

#define IDSPRITEHEADER	(('2'<<24)+('S'<<16)+('D'<<8)+'I')
		// little-endian "IDS2"
#define SPRITE_VERSION	2

typedef struct
{
	int		width, height;
	int		origin_x, origin_y;		// raster coordinates inside pic
	char	name[MAX_SKINNAME];		// name of pcx file
} dsprframe_t;

typedef struct {
	int			ident;
	int			version;
	int			numframes;
	dsprframe_t	frames[1];			// variable sized
} dsprite_t;

/*
==============================================================================

  .WAL texture file format

==============================================================================
*/


#define	MIPLEVELS	4
typedef struct miptex_s
{
	char		name[32];
	unsigned	width, height;
	unsigned	offsets[MIPLEVELS];		// four mip maps stored
	char		animname[32];			// next frame in animation chain
	int			flags;
	int			contents;
	int			value;
} miptex_t;



/*
==============================================================================

  .BSP file format

==============================================================================
*/

#define IDBSPHEADER	(('P'<<24)+('S'<<16)+('B'<<8)+'I')
		// little-endian "IBSP"

#define BSPVERSION	36


// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define	MAX_MAP_MODELS		1024
#define	MAX_MAP_BRUSHES		8192
#define	MAX_MAP_ENTITIES	2048
#define	MAX_MAP_ENTSTRING	0x20000
#define	MAX_MAP_TEXINFO		8192

#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_LIGHTING	0x200000
#define	MAX_MAP_VISIBILITY	0x100000

#define MAX_WORLD_COORD		( 128*1024 )
#define MIN_WORLD_COORD		( -128*1024 )
#define WORLD_SIZE			( MAX_WORLD_COORD - MIN_WORLD_COORD )

#define MAX_BRUSH_SIZE		( WORLD_SIZE )

// key / value pair sizes

#define	MAX_KEY		32
#define	MAX_VALUE	1024

//=============================================================================

typedef struct
{
	int		fileofs, filelen;
} lump_t;

#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

#define	HEADER_LUMPS		17

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, numfaces;	// submodels just draw faces
										// without walking the bsp tree
} dmodel_t;


typedef struct
{
	float	point[3];
} dvertex_t;


// 0-2 are axial planes
#define	PLANE_X			0
#define	PLANE_Y			1
#define	PLANE_Z			2

// 3-5 are non-axial planes snapped to the nearest
#define	PLANE_ANYX		3
#define	PLANE_ANYY		4
#define	PLANE_ANYZ		5

// planes (x&~1) and (x&~1)+1 are allways opposites

typedef struct
{
	float	normal[3];
	float	dist;
	int		type;		// PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;


// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf

// lower bits are stronger, and will eat weaker brushes completely
#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

// remaining contents are non-visible, and don't eat brushes
#define	CONTENTS_PLAYERCLIP		0x10000
#define	CONTENTS_MONSTERCLIP	0x20000

// currents can be added to any other contents, and may be mixed
#define	CONTENTS_CURRENT_0		0x40000
#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   // corpse
#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	// ladder
#define	CONTENTS_NEGATIVE_CURVE 0x40000000	// reverse inside / outside

#define	CONTENTS_KEEP	(CONTENTS_DETAIL | CONTENTS_NEGATIVE_CURVE)


typedef struct
{
	int			planenum;
	int			children[2];	// negative numbers are -(leafs+1), not nodes
	short		mins[3];		// for frustom culling
	short		maxs[3];
	unsigned short	firstface;
	unsigned short	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/*.wal)
	int			nexttexinfo;	// for animations, -1 = end of chain
} texinfo_t;


#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_PATCH        0x20000000
#define	SURF_CURVE_FAKE		0x40000000
#define	SURF_CURVE		    0x80000000
#define	SURF_KEEP		(SURF_CURVE | SURF_CURVE_FAKE | SURF_PATCH)

// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
	unsigned short	v[2];		// vertex numbers
} dedge_t;

#define	MAXLIGHTMAPS	4
typedef struct
{
	unsigned short	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?)

	int			pvsofs;				// -1 = no info
	int			phsofs;				// -1 = no info

	short		mins[3];			// for frustum culling
	short		maxs[3];

	unsigned short		firstleafface;
	unsigned short		numleaffaces;

	unsigned short		firstleafbrush;
	unsigned short		numleafbrushes;
} dleaf_t;

typedef struct
{
	unsigned short	planenum;		// facing out of the leaf
	short	texinfo;
} dbrushside_t;

typedef struct
{
	int			firstside;
	int			numsides;
	int			contents;
} dbrush_t;

#define	ANGLE_UP	-1
#define	ANGLE_DOWN	-2

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