DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
 
model_q2bsp.h
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1#ifndef MODEL_Q2BSP_H
2#define MODEL_Q2BSP_H
3
4#include "bspfile.h"
5
6#define Q2BSPMAGIC ('I' + 'B' * 256 + 'S' * 65536 + 'P' * 16777216)
7#define Q2BSPVERSION 38
8
9// leaffaces, leafbrushes, planes, and verts are still bounded by
10// 16 bit short limits
11
12//=============================================================================
13
14#define Q2LUMP_ENTITIES 0
15#define Q2LUMP_PLANES 1
16#define Q2LUMP_VERTEXES 2
17#define Q2LUMP_VISIBILITY 3
18#define Q2LUMP_NODES 4
19#define Q2LUMP_TEXINFO 5
20#define Q2LUMP_FACES 6
21#define Q2LUMP_LIGHTING 7
22#define Q2LUMP_LEAFS 8
23#define Q2LUMP_LEAFFACES 9
24#define Q2LUMP_LEAFBRUSHES 10
25#define Q2LUMP_EDGES 11
26#define Q2LUMP_SURFEDGES 12
27#define Q2LUMP_MODELS 13
28#define Q2LUMP_BRUSHES 14
29#define Q2LUMP_BRUSHSIDES 15
30#define Q2LUMP_POP 16
31#define Q2LUMP_AREAS 17
32#define Q2LUMP_AREAPORTALS 18
33#define Q2HEADER_LUMPS 19
34
35typedef struct q2dheader_s
36{
37 int ident;
41
42typedef struct q2dmodel_s
43{
44 float mins[3], maxs[3];
45 float origin[3]; // for sounds or lights
47 int firstface, numfaces; // submodels just draw faces
48 // without walking the bsp tree
50
51// planes (x&~1) and (x&~1)+1 are always opposites
52
53// contents flags are seperate bits
54// a given brush can contribute multiple content bits
55// multiple brushes can be in a single leaf
56
57// these definitions also need to be in q_shared.h!
58
59// lower bits are stronger, and will eat weaker brushes completely
60#define Q2CONTENTS_SOLID 1 // an eye is never valid in a solid
61#define Q2CONTENTS_WINDOW 2 // translucent, but not watery
62#define Q2CONTENTS_AUX 4
63#define Q2CONTENTS_LAVA 8
64#define Q2CONTENTS_SLIME 16
65#define Q2CONTENTS_WATER 32
66#define Q2CONTENTS_MIST 64
67#define Q2LAST_VISIBLE_CONTENTS 64
68
69// remaining contents are non-visible, and don't eat brushes
70
71#define Q2CONTENTS_AREAPORTAL 0x8000
72
73#define Q2CONTENTS_PLAYERCLIP 0x10000
74#define Q2CONTENTS_MONSTERCLIP 0x20000
75
76// currents can be added to any other contents, and may be mixed
77#define Q2CONTENTS_CURRENT_0 0x40000
78#define Q2CONTENTS_CURRENT_90 0x80000
79#define Q2CONTENTS_CURRENT_180 0x100000
80#define Q2CONTENTS_CURRENT_270 0x200000
81#define Q2CONTENTS_CURRENT_UP 0x400000
82#define Q2CONTENTS_CURRENT_DOWN 0x800000
83
84#define Q2CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity
85
86#define Q2CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
87#define Q2CONTENTS_DEADMONSTER 0x4000000
88#define Q2CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
89#define Q2CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
90#define Q2CONTENTS_LADDER 0x20000000
91
92
93
94#define Q2SURF_LIGHT 0x1 // value will hold the light strength
95
96#define Q2SURF_SLICK 0x2 // effects game physics
97
98#define Q2SURF_SKY 0x4 // don't draw, but add to skybox
99#define Q2SURF_WARP 0x8 // turbulent water warp
100#define Q2SURF_TRANS33 0x10
101#define Q2SURF_TRANS66 0x20
102#define Q2SURF_FLOWING 0x40 // scroll towards angle
103#define Q2SURF_NODRAW 0x80 // don't bother referencing the texture
104
105#define Q2SURF_HINT 0x100 // make a primary bsp splitter
106#define Q2SURF_SKIP 0x200 // completely ignore, allowing non-closed brushes
107
108#define Q2SURF_ALPHATEST 0x02000000 // alpha test masking of color 255 in wal textures (supported by modded engines)
109
110
111/*
112typedef struct q2dnode_s
113{
114 int planenum;
115 int children[2]; // negative numbers are -(leafs+1), not nodes
116 short mins[3]; // for frustom culling
117 short maxs[3];
118 unsigned short firstface;
119 unsigned short numfaces; // counting both sides
120} q2dnode_t;
121
122typedef struct q2texinfo_s
123{
124 float vecs[2][4]; // [s/t][xyz offset]
125 int flags; // miptex flags + overrides
126 int value; // light emission, etc
127 char texture[32]; // texture name (textures/something.wal)
128 int nexttexinfo; // for animations, -1 = end of chain
129} q2texinfo_t;
130
131typedef struct q2dleaf_s
132{
133 int contents; // OR of all brushes (not needed?)
134
135 short cluster;
136 short area;
137
138 short mins[3]; // for frustum culling
139 short maxs[3];
140
141 unsigned short firstleafface;
142 unsigned short numleaffaces;
143
144 unsigned short firstleafbrush;
145 unsigned short numleafbrushes;
146} q2dleaf_t;
147
148typedef struct q2dbrushside_s
149{
150 unsigned short planenum; // facing out of the leaf
151 short texinfo;
152} q2dbrushside_t;
153
154typedef struct q2dbrush_s
155{
156 int firstside;
157 int numsides;
158 int contents;
159} q2dbrush_t;
160
161
162// the visibility lump consists of a header with a count, then
163// byte offsets for the PVS and PHS of each cluster, then the raw
164// compressed bit vectors
165#define Q2DVIS_PVS 0
166#define Q2DVIS_PHS 1
167typedef struct q2dvis_s
168{
169 int numclusters;
170 int bitofs[8][2]; // bitofs[numclusters][2]
171} q2dvis_t;
172
173// each area has a list of portals that lead into other areas
174// when portals are closed, other areas may not be visible or
175// hearable even if the vis info says that it should be
176typedef struct q2dareaportal_s
177{
178 int portalnum;
179 int otherarea;
180} q2dareaportal_t;
181
182typedef struct q2darea_s
183{
184 int numareaportals;
185 int firstareaportal;
186} q2darea_t;
187*/
188
189#endif
vector mins
vector maxs
vector origin
#define Q2HEADER_LUMPS
Definition model_q2bsp.h:33