DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
bspfile.h
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1/*
2Copyright (C) 1996-1997 Id Software, Inc.
3
4This program is free software; you can redistribute it and/or
5modify it under the terms of the GNU General Public License
6as published by the Free Software Foundation; either version 2
7of the License, or (at your option) any later version.
8
9This program is distributed in the hope that it will be useful,
10but WITHOUT ANY WARRANTY; without even the implied warranty of
11MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13See the GNU General Public License for more details.
14
15You should have received a copy of the GNU General Public License
16along with this program; if not, write to the Free Software
17Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
18
19*/
20
21#ifndef BSPFILE_H
22#define BSPFILE_H
23
24#define MAX_MAP_HULLS 16 // Q1BSP has 4, Hexen2 Q1BSP has 8, MCBSP has 16
25
26//=============================================================================
27
28
29#define BSPVERSION 29
30#define HLBSPVERSION 30
31#define _2PSBVERSION ('2' + 'P' * 256 + 'S' * 65536 + 'B' * 16777216)
32#define BSP2VERSION ('B' + 'S' * 256 + 'P' * 65536 + '2' * 16777216)
33
34typedef struct lump_s
35{
36 int fileofs, filelen;
37} lump_t;
38
39#define LUMP_ENTITIES 0
40#define LUMP_PLANES 1
41#define LUMP_TEXTURES 2
42#define LUMP_VERTEXES 3
43#define LUMP_VISIBILITY 4
44#define LUMP_NODES 5
45#define LUMP_TEXINFO 6
46#define LUMP_FACES 7
47#define LUMP_LIGHTING 8
48#define LUMP_CLIPNODES 9
49#define LUMP_LEAFS 10
50#define LUMP_MARKSURFACES 11
51#define LUMP_EDGES 12
52#define LUMP_SURFEDGES 13
53#define LUMP_MODELS 14
54#define HEADER_LUMPS 15
55
56typedef struct hullinfo_s
57{
59 float hullsizes[MAX_MAP_HULLS][2][3];
61
62typedef struct mmodel_s
63{
64 float mins[3], maxs[3];
65 float origin[3];
66 int headnode[MAX_MAP_HULLS];
67 int visleafs; // not including the solid leaf 0
68 int firstface, numfaces;
69} mmodel_t;
70
71/*
72// WARNING: this struct does NOT match q1bsp's disk format because MAX_MAP_HULLS has been changed by Sajt's MCBSP code, this struct is only being used in memory as a result
73typedef struct dmodel_s
74{
75 float mins[3], maxs[3];
76 float origin[3];
77 int headnode[MAX_MAP_HULLS];
78 int visleafs; // not including the solid leaf 0
79 int firstface, numfaces;
80} dmodel_t;
81
82typedef struct dheader_s
83{
84 int version;
85 lump_t lumps[HEADER_LUMPS];
86} dheader_t;
87
88typedef struct dmiptexlump_s
89{
90 int nummiptex;
91 int dataofs[4]; // [nummiptex]
92} dmiptexlump_t;
93*/
94
95#define MIPLEVELS 4
96/*
97typedef struct miptex_s
98{
99 char name[16];
100 unsigned width, height;
101 unsigned offsets[MIPLEVELS]; // four mip maps stored
102} miptex_t;
103
104
105typedef struct dvertex_s
106{
107 float point[3];
108} dvertex_t;
109*/
110
111
112// 0-2 are axial planes
113#define PLANE_X 0
114#define PLANE_Y 1
115#define PLANE_Z 2
116
117// 3-5 are non-axial planes snapped to the nearest
118#define PLANE_ANYX 3
119#define PLANE_ANYY 4
120#define PLANE_ANYZ 5
121
122/*
123typedef struct dplane_s
124{
125 float normal[3];
126 float dist;
127 int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
128} dplane_t;
129*/
130
131
132// contents values in Q1 maps
133#define CONTENTS_EMPTY -1
134#define CONTENTS_SOLID -2
135#define CONTENTS_WATER -3
136#define CONTENTS_SLIME -4
137#define CONTENTS_LAVA -5
138#define CONTENTS_SKY -6
139// these were #ifdef QUAKE2 in the quake source
140#define CONTENTS_ORIGIN -7 // removed at csg time
141#define CONTENTS_CLIP -8 // changed to contents_solid
142#define CONTENTS_CURRENT_0 -9
143#define CONTENTS_CURRENT_90 -10
144#define CONTENTS_CURRENT_180 -11
145#define CONTENTS_CURRENT_270 -12
146#define CONTENTS_CURRENT_UP -13
147#define CONTENTS_CURRENT_DOWN -14
148
149//contents flags in Q2 maps
150#define CONTENTSQ2_SOLID 0x00000001 // an eye is never valid in a solid
151#define CONTENTSQ2_WINDOW 0x00000002 // translucent, but not watery
152#define CONTENTSQ2_AUX 0x00000004
153#define CONTENTSQ2_LAVA 0x00000008
154#define CONTENTSQ2_SLIME 0x00000010
155#define CONTENTSQ2_WATER 0x00000020
156#define CONTENTSQ2_MIST 0x00000040
157#define CONTENTSQ2_AREAPORTAL 0x00008000
158#define CONTENTSQ2_PLAYERCLIP 0x00010000
159#define CONTENTSQ2_MONSTERCLIP 0x00020000
160#define CONTENTSQ2_CURRENT_0 0x00040000
161#define CONTENTSQ2_CURRENT_90 0x00080000
162#define CONTENTSQ2_CURRENT_180 0x00100000
163#define CONTENTSQ2_CURRENT_270 0x00200000
164#define CONTENTSQ2_CURRENT_UP 0x00400000
165#define CONTENTSQ2_CURRENT_DOWN 0x00800000
166#define CONTENTSQ2_ORIGIN 0x01000000 // removed before bsping an entity
167#define CONTENTSQ2_MONSTER 0x02000000 // should never be on a brush, only in game
168#define CONTENTSQ2_DEADMONSTER 0x04000000
169#define CONTENTSQ2_DETAIL 0x08000000 // brushes to be added after vis leafs
170#define CONTENTSQ2_TRANSLUCENT 0x10000000 // auto set if any surface has trans
171#define CONTENTSQ2_LADDER 0x20000000
172
173//contents flags in Q3 maps
174#define CONTENTSQ3_SOLID 0x00000001 // solid (opaque and transparent)
175#define CONTENTSQ3_LAVA 0x00000008 // lava
176#define CONTENTSQ3_SLIME 0x00000010 // slime
177#define CONTENTSQ3_WATER 0x00000020 // water
178#define CONTENTSQ3_FOG 0x00000040 // unused?
179#define CONTENTSQ3_AREAPORTAL 0x00008000 // areaportal (separates areas)
180#define CONTENTSQ3_PLAYERCLIP 0x00010000 // block players
181#define CONTENTSQ3_MONSTERCLIP 0x00020000 // block monsters
182#define CONTENTSQ3_TELEPORTER 0x00040000 // hint for Q3's bots
183#define CONTENTSQ3_JUMPPAD 0x00080000 // hint for Q3's bots
184#define CONTENTSQ3_CLUSTERPORTAL 0x00100000 // hint for Q3's bots
185#define CONTENTSQ3_DONOTENTER 0x00200000 // hint for Q3's bots
186#define CONTENTSQ3_BOTCLIP 0x00400000 // hint for Q3's bots
187#define CONTENTSQ3_ORIGIN 0x01000000 // used by origin brushes to indicate origin of bmodel (removed by map compiler)
188#define CONTENTSQ3_BODY 0x02000000 // used by bbox entities (should never be on a brush)
189#define CONTENTSQ3_CORPSE 0x04000000 // used by dead bodies (SOLID_CORPSE in darkplaces)
190#define CONTENTSQ3_DETAIL 0x08000000 // brushes that do not split the bsp tree (decorations)
191#define CONTENTSQ3_STRUCTURAL 0x10000000 // brushes that split the bsp tree
192#define CONTENTSQ3_TRANSLUCENT 0x20000000 // leaves surfaces that are inside for rendering
193#define CONTENTSQ3_TRIGGER 0x40000000 // used by trigger entities
194#define CONTENTSQ3_NODROP 0x80000000 // remove items that fall into this brush
195
196#define SUPERCONTENTS_SOLID 0x00000001
197#define SUPERCONTENTS_WATER 0x00000002
198#define SUPERCONTENTS_SLIME 0x00000004
199#define SUPERCONTENTS_LAVA 0x00000008
200#define SUPERCONTENTS_SKY 0x00000010
201#define SUPERCONTENTS_BODY 0x00000020
202#define SUPERCONTENTS_CORPSE 0x00000040
203#define SUPERCONTENTS_NODROP 0x00000080
204#define SUPERCONTENTS_PLAYERCLIP 0x00000100
205#define SUPERCONTENTS_MONSTERCLIP 0x00000200
206#define SUPERCONTENTS_DONOTENTER 0x00000400
207#define SUPERCONTENTS_BOTCLIP 0x00000800
208#define SUPERCONTENTS_OPAQUE 0x00001000
209// TODO: is there any reason to define:
210// fog?
211// areaportal?
212// teleporter?
213// jumppad?
214// clusterportal?
215// detail? (div0) no, game code should not be allowed to differentiate between structural and detail
216// structural? (div0) no, game code should not be allowed to differentiate between structural and detail
217// trigger? (div0) no, as these are always solid anyway, and that's all that matters for trigger brushes
218#define SUPERCONTENTS_LIQUIDSMASK (SUPERCONTENTS_LAVA | SUPERCONTENTS_SLIME | SUPERCONTENTS_WATER)
219#define SUPERCONTENTS_VISBLOCKERMASK SUPERCONTENTS_OPAQUE
220
221/*
222#define SUPERCONTENTS_DEADMONSTER 0x00000000
223#define SUPERCONTENTS_CURRENT_0 0x00000000
224#define SUPERCONTENTS_CURRENT_90 0x00000000
225#define SUPERCONTENTS_CURRENT_180 0x00000000
226#define SUPERCONTENTS_CURRENT_270 0x00000000
227#define SUPERCONTENTS_CURRENT_DOWN 0x00000000
228#define SUPERCONTENTS_CURRENT_UP 0x00000000
229#define SUPERCONTENTS_AREAPORTAL 0x00000000
230#define SUPERCONTENTS_AUX 0x00000000
231#define SUPERCONTENTS_CLUSTERPORTAL 0x00000000
232#define SUPERCONTENTS_DETAIL 0x00000000
233#define SUPERCONTENTS_STRUCTURAL 0x00000000
234#define SUPERCONTENTS_DONOTENTER 0x00000000
235#define SUPERCONTENTS_JUMPPAD 0x00000000
236#define SUPERCONTENTS_LADDER 0x00000000
237#define SUPERCONTENTS_MONSTER 0x00000000
238#define SUPERCONTENTS_MONSTERCLIP 0x00000000
239#define SUPERCONTENTS_PLAYERCLIP 0x00000000
240#define SUPERCONTENTS_TELEPORTER 0x00000000
241#define SUPERCONTENTS_TRANSLUCENT 0x00000000
242#define SUPERCONTENTS_TRIGGER 0x00000000
243#define SUPERCONTENTS_WINDOW 0x00000000
244*/
245
246/*
247typedef struct dnode_s
248{
249 int planenum;
250 short children[2]; // negative numbers are -(leafs+1), not nodes
251 short mins[3]; // for sphere culling
252 short maxs[3];
253 unsigned short firstface;
254 unsigned short numfaces; // counting both sides
255} dnode_t;
256
257typedef struct dclipnode_s
258{
259 int planenum;
260 short children[2]; // negative numbers are contents
261} dclipnode_t;
262
263
264typedef struct texinfo_s
265{
266 float vecs[2][4]; // [s/t][xyz offset]
267 int miptex;
268 int flags;
269} texinfo_t;
270*/
271#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
272
273// note that edge 0 is never used, because negative edge nums are used for
274// counterclockwise use of the edge in a face
275/*
276typedef struct dedge_s
277{
278 unsigned short v[2]; // vertex numbers
279} dedge_t;
280*/
281
282#define MAXLIGHTMAPS 4
283/*
284typedef struct dface_s
285{
286 // LadyHavoc: changed from short to unsigned short for q2 support
287 unsigned short planenum;
288 short side;
289
290 int firstedge; // we must support > 64k edges
291 short numedges;
292 short texinfo;
293
294// lighting info
295 unsigned char styles[MAXLIGHTMAPS];
296 int lightofs; // start of [numstyles*surfsize] samples
297} dface_t;
298*/
299
300
301
302#define AMBIENT_WATER 0
303#define AMBIENT_SKY 1
304#define AMBIENT_SLIME 2
305#define AMBIENT_LAVA 3
306
307#define NUM_AMBIENTS 4 // automatic ambient sounds
308
309// leaf 0 is the generic CONTENTS_SOLID leaf, used for all solid areas
310// all other leafs need visibility info
311/*
312typedef struct dleaf_s
313{
314 int contents;
315 int visofs; // -1 = no visibility info
316
317 short mins[3]; // for frustum culling
318 short maxs[3];
319
320 unsigned short firstmarksurface;
321 unsigned short nummarksurfaces;
322
323 unsigned char ambient_level[NUM_AMBIENTS];
324} dleaf_t;
325*/
326
327#endif
#define MAX_MAP_HULLS
Definition bspfile.h:24
vector mins
vector maxs
vector origin
int filehulls
Definition bspfile.h:58
int filelen
Definition bspfile.h:36
int firstface
Definition bspfile.h:68
int visleafs
Definition bspfile.h:67