DarkPlaces
Game engine based on the Quake 1 engine by id Software, developed by LadyHavoc
model_q2bsp.h
Go to the documentation of this file.
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#ifndef MODEL_Q2BSP_H
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#define MODEL_Q2BSP_H
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#include "
bspfile.h
"
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#define Q2BSPMAGIC ('I' + 'B' * 256 + 'S' * 65536 + 'P' * 16777216)
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#define Q2BSPVERSION 38
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// leaffaces, leafbrushes, planes, and verts are still bounded by
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// 16 bit short limits
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//=============================================================================
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#define Q2LUMP_ENTITIES 0
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#define Q2LUMP_PLANES 1
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#define Q2LUMP_VERTEXES 2
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#define Q2LUMP_VISIBILITY 3
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#define Q2LUMP_NODES 4
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#define Q2LUMP_TEXINFO 5
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#define Q2LUMP_FACES 6
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#define Q2LUMP_LIGHTING 7
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#define Q2LUMP_LEAFS 8
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#define Q2LUMP_LEAFFACES 9
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#define Q2LUMP_LEAFBRUSHES 10
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#define Q2LUMP_EDGES 11
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#define Q2LUMP_SURFEDGES 12
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#define Q2LUMP_MODELS 13
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#define Q2LUMP_BRUSHES 14
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#define Q2LUMP_BRUSHSIDES 15
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#define Q2LUMP_POP 16
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#define Q2LUMP_AREAS 17
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#define Q2LUMP_AREAPORTALS 18
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#define Q2HEADER_LUMPS 19
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typedef
struct
q2dheader_s
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{
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int
ident
;
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int
version
;
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lump_t
lumps[
Q2HEADER_LUMPS
];
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}
q2dheader_t
;
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typedef
struct
q2dmodel_s
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{
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float
mins
[3],
maxs
[3];
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float
origin
[3];
// for sounds or lights
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int
headnode
;
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int
firstface
, numfaces;
// submodels just draw faces
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// without walking the bsp tree
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}
q2dmodel_t
;
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// planes (x&~1) and (x&~1)+1 are always opposites
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// contents flags are seperate bits
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// a given brush can contribute multiple content bits
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// multiple brushes can be in a single leaf
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// these definitions also need to be in q_shared.h!
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// lower bits are stronger, and will eat weaker brushes completely
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#define Q2CONTENTS_SOLID 1
// an eye is never valid in a solid
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#define Q2CONTENTS_WINDOW 2
// translucent, but not watery
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#define Q2CONTENTS_AUX 4
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#define Q2CONTENTS_LAVA 8
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#define Q2CONTENTS_SLIME 16
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#define Q2CONTENTS_WATER 32
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#define Q2CONTENTS_MIST 64
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#define Q2LAST_VISIBLE_CONTENTS 64
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// remaining contents are non-visible, and don't eat brushes
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#define Q2CONTENTS_AREAPORTAL 0x8000
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#define Q2CONTENTS_PLAYERCLIP 0x10000
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#define Q2CONTENTS_MONSTERCLIP 0x20000
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// currents can be added to any other contents, and may be mixed
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#define Q2CONTENTS_CURRENT_0 0x40000
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#define Q2CONTENTS_CURRENT_90 0x80000
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#define Q2CONTENTS_CURRENT_180 0x100000
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#define Q2CONTENTS_CURRENT_270 0x200000
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#define Q2CONTENTS_CURRENT_UP 0x400000
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#define Q2CONTENTS_CURRENT_DOWN 0x800000
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#define Q2CONTENTS_ORIGIN 0x1000000
// removed before bsping an entity
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#define Q2CONTENTS_MONSTER 0x2000000
// should never be on a brush, only in game
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#define Q2CONTENTS_DEADMONSTER 0x4000000
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#define Q2CONTENTS_DETAIL 0x8000000
// brushes to be added after vis leafs
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#define Q2CONTENTS_TRANSLUCENT 0x10000000
// auto set if any surface has trans
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#define Q2CONTENTS_LADDER 0x20000000
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#define Q2SURF_LIGHT 0x1
// value will hold the light strength
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#define Q2SURF_SLICK 0x2
// effects game physics
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#define Q2SURF_SKY 0x4
// don't draw, but add to skybox
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#define Q2SURF_WARP 0x8
// turbulent water warp
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#define Q2SURF_TRANS33 0x10
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#define Q2SURF_TRANS66 0x20
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#define Q2SURF_FLOWING 0x40
// scroll towards angle
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#define Q2SURF_NODRAW 0x80
// don't bother referencing the texture
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#define Q2SURF_HINT 0x100
// make a primary bsp splitter
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#define Q2SURF_SKIP 0x200
// completely ignore, allowing non-closed brushes
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#define Q2SURF_ALPHATEST 0x02000000
// alpha test masking of color 255 in wal textures (supported by modded engines)
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/*
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typedef struct q2dnode_s
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{
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int planenum;
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int children[2]; // negative numbers are -(leafs+1), not nodes
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short mins[3]; // for frustom culling
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short maxs[3];
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unsigned short firstface;
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unsigned short numfaces; // counting both sides
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} q2dnode_t;
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typedef struct q2texinfo_s
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{
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float vecs[2][4]; // [s/t][xyz offset]
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int flags; // miptex flags + overrides
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int value; // light emission, etc
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char texture[32]; // texture name (textures/something.wal)
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int nexttexinfo; // for animations, -1 = end of chain
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} q2texinfo_t;
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typedef struct q2dleaf_s
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{
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int contents; // OR of all brushes (not needed?)
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short cluster;
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short area;
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short mins[3]; // for frustum culling
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short maxs[3];
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unsigned short firstleafface;
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unsigned short numleaffaces;
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unsigned short firstleafbrush;
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unsigned short numleafbrushes;
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} q2dleaf_t;
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typedef struct q2dbrushside_s
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{
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unsigned short planenum; // facing out of the leaf
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short texinfo;
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} q2dbrushside_t;
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typedef struct q2dbrush_s
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{
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int firstside;
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int numsides;
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int contents;
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} q2dbrush_t;
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// the visibility lump consists of a header with a count, then
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// byte offsets for the PVS and PHS of each cluster, then the raw
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// compressed bit vectors
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#define Q2DVIS_PVS 0
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#define Q2DVIS_PHS 1
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typedef struct q2dvis_s
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{
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int numclusters;
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int bitofs[8][2]; // bitofs[numclusters][2]
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} q2dvis_t;
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// each area has a list of portals that lead into other areas
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// when portals are closed, other areas may not be visible or
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// hearable even if the vis info says that it should be
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typedef struct q2dareaportal_s
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{
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int portalnum;
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int otherarea;
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} q2dareaportal_t;
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typedef struct q2darea_s
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{
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int numareaportals;
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int firstareaportal;
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} q2darea_t;
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*/
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#endif
bspfile.h
mins
vector mins
Definition
csprogsdefs.qc:117
maxs
vector maxs
Definition
csprogsdefs.qc:117
origin
vector origin
Definition
csprogsdefs.qc:105
Q2HEADER_LUMPS
#define Q2HEADER_LUMPS
Definition
model_q2bsp.h:33
lump_t
Definition
bspfile.h:35
q2dheader_t
Definition
model_q2bsp.h:36
q2dheader_t::ident
int ident
Definition
model_q2bsp.h:37
q2dheader_t::version
int version
Definition
model_q2bsp.h:38
q2dmodel_t
Definition
model_q2bsp.h:43
q2dmodel_t::headnode
int headnode
Definition
model_q2bsp.h:46
q2dmodel_t::firstface
int firstface
Definition
model_q2bsp.h:47
model_q2bsp.h
Generated on Mon Mar 10 2025 16:50:16 for DarkPlaces by
1.12.0