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231
code/bspthing/bsp.h
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231
code/bspthing/bsp.h
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/*
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==============================================================================
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Common stuff
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==============================================================================
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*/
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#define MAX_QPATH 64 // max length of a quake game pathname
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typedef float vec_t;
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typedef vec_t vec2_t[2];
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typedef vec_t vec3_t[3];
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typedef vec_t vec4_t[4];
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typedef vec_t vec5_t[5];
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typedef unsigned char byte;
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#define LIGHTMAP_SIZE 128
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#define LIGHTMAP_BY_VERTEX -3 // pre-lit triangle models
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#define POINTS_ST_SCALE 128.0f
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#define POINTS_LIGHT_SCALE 65536.0f
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/*
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==============================================================================
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.BSP file format
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==============================================================================
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*/
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#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'R')
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#define BSP_VERSION 1
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// there shouldn't be any problem with increasing these values at the
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// expense of more memory allocation in the utilities
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#define MAX_MAP_MODELS 0x400
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#define MAX_MAP_BRUSHES 0x8000
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#define MAX_MAP_ENTITIES 0x800
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#define MAX_MAP_ENTSTRING 0x40000
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#define MAX_MAP_SHADERS 0x400
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#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
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#define MAX_MAP_FOGS 0x100
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#define MAX_MAP_PLANES 0x20000
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#define MAX_MAP_NODES 0x20000
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#define MAX_MAP_BRUSHSIDES 0x20000
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#define MAX_MAP_LEAFS 0x20000
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#define MAX_MAP_LEAFFACES 0x20000
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#define MAX_MAP_LEAFBRUSHES 0x40000
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#define MAX_MAP_PORTALS 0x20000
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#define MAX_MAP_LIGHTING 0x800000
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#define MAX_MAP_LIGHTGRID 65535
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#define MAX_MAP_LIGHTGRID_ARRAY 0x100000
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#define MAX_MAP_VISIBILITY 0x400000
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#define MAX_MAP_DRAW_SURFS 0x20000
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#define MAX_MAP_DRAW_VERTS 0x80000
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#define MAX_MAP_DRAW_INDEXES 0x80000
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// key / value pair sizes in the entities lump
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#define MAX_KEY 32
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#define MAX_VALUE 1024
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// the editor uses these predefined yaw angles to orient entities up or down
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#define ANGLE_UP -1
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#define ANGLE_DOWN -2
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#define LIGHTMAP_WIDTH 128
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#define LIGHTMAP_HEIGHT 128
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//=============================================================================
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typedef struct {
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int fileofs, filelen;
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} lump_t;
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#define LUMP_ENTITIES 0
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#define LUMP_SHADERS 1
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#define LUMP_PLANES 2
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#define LUMP_NODES 3
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#define LUMP_LEAFS 4
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#define LUMP_LEAFSURFACES 5
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#define LUMP_LEAFBRUSHES 6
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#define LUMP_MODELS 7
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#define LUMP_BRUSHES 8
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#define LUMP_BRUSHSIDES 9
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#define LUMP_DRAWVERTS 10
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#define LUMP_DRAWINDEXES 11
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#define LUMP_FOGS 12
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#define LUMP_SURFACES 13
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#define LUMP_LIGHTMAPS 14
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#define LUMP_LIGHTGRID 15
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#define LUMP_VISIBILITY 16
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#define LUMP_LIGHTARRAY 17
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#define HEADER_LUMPS 18
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typedef struct {
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int ident;
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int version;
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lump_t lumps[HEADER_LUMPS];
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} dheader_t;
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typedef struct {
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float mins[3], maxs[3];
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int firstSurface, numSurfaces;
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int firstBrush, numBrushes;
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} dmodel_t;
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typedef struct {
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char shader[MAX_QPATH];
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int surfaceFlags;
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int contentFlags;
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} dshader_t;
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// planes x^1 is allways the opposite of plane x
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typedef struct {
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float normal[3];
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float dist;
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} dplane_t;
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typedef struct {
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int planeNum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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int mins[3]; // for frustom culling
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int maxs[3];
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} dnode_t;
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typedef struct {
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int cluster; // -1 = opaque cluster (do I still store these?)
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int area;
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int mins[3]; // for frustum culling
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int maxs[3];
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int firstLeafSurface;
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int numLeafSurfaces;
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int firstLeafBrush;
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int numLeafBrushes;
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} dleaf_t;
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typedef struct {
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int planeNum; // positive plane side faces out of the leaf
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int shaderNum;
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int drawSurfNum;
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} dbrushside_t;
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typedef struct {
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int firstSide;
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int numSides;
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int shaderNum; // the shader that determines the contents flags
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} dbrush_t;
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typedef struct {
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char shader[MAX_QPATH];
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int brushNum;
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int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
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} dfog_t;
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// Light Style Constants
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#define MAXLIGHTMAPS 4
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#define LS_NORMAL 0x00
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#define LS_UNUSED 0xfe
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#define LS_NONE 0xff
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#define MAX_LIGHT_STYLES 64
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typedef struct {
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vec3_t xyz;
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float st[2];
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float lightmap[MAXLIGHTMAPS][2];
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vec3_t normal;
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byte color[MAXLIGHTMAPS][4];
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} mapVert_t;
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#define DRAWVERT_LIGHTMAP_SCALE 32768.0f
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#define DRAWVERT_ST_SCALE 16.0f
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typedef struct {
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vec3_t xyz;
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short dvst[2];
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short dvlightmap[MAXLIGHTMAPS][2];
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vec3_t normal;
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byte dvcolor[MAXLIGHTMAPS][2];
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} drawVert_t;
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typedef struct
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{
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byte ambientLight[MAXLIGHTMAPS][3];
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byte directLight[MAXLIGHTMAPS][3];
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byte styles[MAXLIGHTMAPS];
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byte latLong[2];
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} dgrid_t;
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typedef enum {
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MST_BAD,
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MST_PLANAR,
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MST_PATCH,
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MST_TRIANGLE_SOUP,
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MST_FLARE
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} mapSurfaceType_t;
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typedef struct {
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int shaderNum;
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int fogNum;
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int surfaceType;
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int firstVert;
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int numVerts;
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int firstIndex;
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int numIndexes;
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byte lightmapStyles[MAXLIGHTMAPS], vertexStyles[MAXLIGHTMAPS];
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int lightmapNum[MAXLIGHTMAPS];
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int lightmapX[MAXLIGHTMAPS], lightmapY[MAXLIGHTMAPS];
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int lightmapWidth, lightmapHeight;
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vec3_t lightmapOrigin;
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vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
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int patchWidth;
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int patchHeight;
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} dsurface_t;
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