aboutsummaryrefslogtreecommitdiffstats
path: root/code/bspc/q3files.h
diff options
context:
space:
mode:
authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/bspc/q3files.h
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/bspc/q3files.h')
-rwxr-xr-xcode/bspc/q3files.h748
1 files changed, 374 insertions, 374 deletions
diff --git a/code/bspc/q3files.h b/code/bspc/q3files.h
index b251cc0..5ed267d 100755
--- a/code/bspc/q3files.h
+++ b/code/bspc/q3files.h
@@ -1,374 +1,374 @@
-/*
-===========================================================================
-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
-===========================================================================
-*/
-#ifndef __QFILES_H__
-#define __QFILES_H__
-
-//
-// qfiles.h: quake file formats
-// This file must be identical in the quake and utils directories
-//
-
-// surface geometry should not exceed these limits
-#define SHADER_MAX_VERTEXES 1000
-#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
-
-
-// the maximum size of game reletive pathnames
-#define MAX_QPATH 64
-
-
-/*
-========================================================================
-
-PCX files are used for 8 bit images
-
-========================================================================
-*
-
-typedef struct {
- char manufacturer;
- char version;
- char encoding;
- char bits_per_pixel;
- unsigned short xmin,ymin,xmax,ymax;
- unsigned short hres,vres;
- unsigned char palette[48];
- char reserved;
- char color_planes;
- unsigned short bytes_per_line;
- unsigned short palette_type;
- char filler[58];
- unsigned char data; // unbounded
-} pcx_t;
-
-
-/*
-========================================================================
-
-TGA files are used for 24/32 bit images
-
-========================================================================
-*
-
-typedef struct _TargaHeader {
- unsigned char id_length, colormap_type, image_type;
- unsigned short colormap_index, colormap_length;
- unsigned char colormap_size;
- unsigned short x_origin, y_origin, width, height;
- unsigned char pixel_size, attributes;
-} TargaHeader;
-
-
-*/
-
-/*
-========================================================================
-
-.MD3 triangle model file format
-
-========================================================================
-*/
-
-#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
-#define MD3_VERSION 15
-
-// limits
-#define MD3_MAX_LODS 4
-#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;
-
-
-
-/*
-==============================================================================
-
- .BSP file format
-
-==============================================================================
-*/
-
-
-#define Q3_BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
- // little-endian "IBSP"
-
-#define Q3_BSP_VERSION 46
-
-
-// there shouldn't be any problem with increasing these values at the
-// expense of more memory allocation in the utilities
-#define Q3_MAX_MAP_MODELS 0x400
-#define Q3_MAX_MAP_BRUSHES 0x8000
-#define Q3_MAX_MAP_ENTITIES 0x800
-#define Q3_MAX_MAP_ENTSTRING 0x10000
-#define Q3_MAX_MAP_SHADERS 0x400
-
-#define Q3_MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
-#define Q3_MAX_MAP_FOGS 0x100
-#define Q3_MAX_MAP_PLANES 0x10000
-#define Q3_MAX_MAP_NODES 0x10000
-#define Q3_MAX_MAP_BRUSHSIDES 0x10000
-#define Q3_MAX_MAP_LEAFS 0x10000
-#define Q3_MAX_MAP_LEAFFACES 0x10000
-#define Q3_MAX_MAP_LEAFBRUSHES 0x10000
-#define Q3_MAX_MAP_PORTALS 0x10000
-#define Q3_MAX_MAP_LIGHTING 0x400000
-#define Q3_MAX_MAP_LIGHTGRID 0x400000
-#define Q3_MAX_MAP_VISIBILITY 0x200000
-
-#define Q3_MAX_MAP_DRAW_SURFS 0x20000
-#define Q3_MAX_MAP_DRAW_VERTS 0x80000
-#define Q3_MAX_MAP_DRAW_INDEXES 0x80000
-
-
-// key / value pair sizes in the entities lump
-#define Q3_MAX_KEY 32
-#define Q3_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
-
-
-//=============================================================================
-
-
-typedef struct {
- int fileofs, filelen;
-} q3_lump_t;
-
-#define Q3_LUMP_ENTITIES 0
-#define Q3_LUMP_SHADERS 1
-#define Q3_LUMP_PLANES 2
-#define Q3_LUMP_NODES 3
-#define Q3_LUMP_LEAFS 4
-#define Q3_LUMP_LEAFSURFACES 5
-#define Q3_LUMP_LEAFBRUSHES 6
-#define Q3_LUMP_MODELS 7
-#define Q3_LUMP_BRUSHES 8
-#define Q3_LUMP_BRUSHSIDES 9
-#define Q3_LUMP_DRAWVERTS 10
-#define Q3_LUMP_DRAWINDEXES 11
-#define Q3_LUMP_FOGS 12
-#define Q3_LUMP_SURFACES 13
-#define Q3_LUMP_LIGHTMAPS 14
-#define Q3_LUMP_LIGHTGRID 15
-#define Q3_LUMP_VISIBILITY 16
-#define Q3_HEADER_LUMPS 17
-
-typedef struct {
- int ident;
- int version;
-
- q3_lump_t lumps[Q3_HEADER_LUMPS];
-} q3_dheader_t;
-
-typedef struct {
- float mins[3], maxs[3];
- int firstSurface, numSurfaces;
- int firstBrush, numBrushes;
-} q3_dmodel_t;
-
-typedef struct {
- char shader[MAX_QPATH];
- int surfaceFlags;
- int contentFlags;
-} q3_dshader_t;
-
-// planes (x&~1) and (x&~1)+1 are allways opposites
-
-typedef struct {
- float normal[3];
- float dist;
-} q3_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];
-} q3_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;
-} q3_dleaf_t;
-
-typedef struct {
- int planeNum; // positive plane side faces out of the leaf
- int shaderNum;
-} q3_dbrushside_t;
-
-typedef struct {
- int firstSide;
- int numSides;
- int shaderNum; // the shader that determines the contents flags
-} q3_dbrush_t;
-
-typedef struct {
- char shader[MAX_QPATH];
- int brushNum;
- int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
-} q3_dfog_t;
-
-typedef struct {
- vec3_t xyz;
- float st[2];
- float lightmap[2];
- vec3_t normal;
- byte color[4];
-} q3_drawVert_t;
-
-typedef enum {
- MST_BAD,
- MST_PLANAR,
- MST_PATCH,
- MST_TRIANGLE_SOUP,
- MST_FLARE
-} q3_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;
-} q3_dsurface_t;
-
-
-#endif
+/*
+===========================================================================
+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
+===========================================================================
+*/
+#ifndef __QFILES_H__
+#define __QFILES_H__
+
+//
+// qfiles.h: quake file formats
+// This file must be identical in the quake and utils directories
+//
+
+// surface geometry should not exceed these limits
+#define SHADER_MAX_VERTEXES 1000
+#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
+
+
+// the maximum size of game reletive pathnames
+#define MAX_QPATH 64
+
+
+/*
+========================================================================
+
+PCX files are used for 8 bit images
+
+========================================================================
+*
+
+typedef struct {
+ char manufacturer;
+ char version;
+ char encoding;
+ char bits_per_pixel;
+ unsigned short xmin,ymin,xmax,ymax;
+ unsigned short hres,vres;
+ unsigned char palette[48];
+ char reserved;
+ char color_planes;
+ unsigned short bytes_per_line;
+ unsigned short palette_type;
+ char filler[58];
+ unsigned char data; // unbounded
+} pcx_t;
+
+
+/*
+========================================================================
+
+TGA files are used for 24/32 bit images
+
+========================================================================
+*
+
+typedef struct _TargaHeader {
+ unsigned char id_length, colormap_type, image_type;
+ unsigned short colormap_index, colormap_length;
+ unsigned char colormap_size;
+ unsigned short x_origin, y_origin, width, height;
+ unsigned char pixel_size, attributes;
+} TargaHeader;
+
+
+*/
+
+/*
+========================================================================
+
+.MD3 triangle model file format
+
+========================================================================
+*/
+
+#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
+#define MD3_VERSION 15
+
+// limits
+#define MD3_MAX_LODS 4
+#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;
+
+
+
+/*
+==============================================================================
+
+ .BSP file format
+
+==============================================================================
+*/
+
+
+#define Q3_BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
+ // little-endian "IBSP"
+
+#define Q3_BSP_VERSION 46
+
+
+// there shouldn't be any problem with increasing these values at the
+// expense of more memory allocation in the utilities
+#define Q3_MAX_MAP_MODELS 0x400
+#define Q3_MAX_MAP_BRUSHES 0x8000
+#define Q3_MAX_MAP_ENTITIES 0x800
+#define Q3_MAX_MAP_ENTSTRING 0x10000
+#define Q3_MAX_MAP_SHADERS 0x400
+
+#define Q3_MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
+#define Q3_MAX_MAP_FOGS 0x100
+#define Q3_MAX_MAP_PLANES 0x10000
+#define Q3_MAX_MAP_NODES 0x10000
+#define Q3_MAX_MAP_BRUSHSIDES 0x10000
+#define Q3_MAX_MAP_LEAFS 0x10000
+#define Q3_MAX_MAP_LEAFFACES 0x10000
+#define Q3_MAX_MAP_LEAFBRUSHES 0x10000
+#define Q3_MAX_MAP_PORTALS 0x10000
+#define Q3_MAX_MAP_LIGHTING 0x400000
+#define Q3_MAX_MAP_LIGHTGRID 0x400000
+#define Q3_MAX_MAP_VISIBILITY 0x200000
+
+#define Q3_MAX_MAP_DRAW_SURFS 0x20000
+#define Q3_MAX_MAP_DRAW_VERTS 0x80000
+#define Q3_MAX_MAP_DRAW_INDEXES 0x80000
+
+
+// key / value pair sizes in the entities lump
+#define Q3_MAX_KEY 32
+#define Q3_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
+
+
+//=============================================================================
+
+
+typedef struct {
+ int fileofs, filelen;
+} q3_lump_t;
+
+#define Q3_LUMP_ENTITIES 0
+#define Q3_LUMP_SHADERS 1
+#define Q3_LUMP_PLANES 2
+#define Q3_LUMP_NODES 3
+#define Q3_LUMP_LEAFS 4
+#define Q3_LUMP_LEAFSURFACES 5
+#define Q3_LUMP_LEAFBRUSHES 6
+#define Q3_LUMP_MODELS 7
+#define Q3_LUMP_BRUSHES 8
+#define Q3_LUMP_BRUSHSIDES 9
+#define Q3_LUMP_DRAWVERTS 10
+#define Q3_LUMP_DRAWINDEXES 11
+#define Q3_LUMP_FOGS 12
+#define Q3_LUMP_SURFACES 13
+#define Q3_LUMP_LIGHTMAPS 14
+#define Q3_LUMP_LIGHTGRID 15
+#define Q3_LUMP_VISIBILITY 16
+#define Q3_HEADER_LUMPS 17
+
+typedef struct {
+ int ident;
+ int version;
+
+ q3_lump_t lumps[Q3_HEADER_LUMPS];
+} q3_dheader_t;
+
+typedef struct {
+ float mins[3], maxs[3];
+ int firstSurface, numSurfaces;
+ int firstBrush, numBrushes;
+} q3_dmodel_t;
+
+typedef struct {
+ char shader[MAX_QPATH];
+ int surfaceFlags;
+ int contentFlags;
+} q3_dshader_t;
+
+// planes (x&~1) and (x&~1)+1 are allways opposites
+
+typedef struct {
+ float normal[3];
+ float dist;
+} q3_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];
+} q3_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;
+} q3_dleaf_t;
+
+typedef struct {
+ int planeNum; // positive plane side faces out of the leaf
+ int shaderNum;
+} q3_dbrushside_t;
+
+typedef struct {
+ int firstSide;
+ int numSides;
+ int shaderNum; // the shader that determines the contents flags
+} q3_dbrush_t;
+
+typedef struct {
+ char shader[MAX_QPATH];
+ int brushNum;
+ int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
+} q3_dfog_t;
+
+typedef struct {
+ vec3_t xyz;
+ float st[2];
+ float lightmap[2];
+ vec3_t normal;
+ byte color[4];
+} q3_drawVert_t;
+
+typedef enum {
+ MST_BAD,
+ MST_PLANAR,
+ MST_PATCH,
+ MST_TRIANGLE_SOUP,
+ MST_FLARE
+} q3_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;
+} q3_dsurface_t;
+
+
+#endif