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+/*
+===========================================================================
+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 Quake III Arena source code; 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
+//
+
+//Ignore __attribute__ on non-gcc platforms
+#ifndef __GNUC__
+#ifndef __attribute__
+#define __attribute__(x)
+#endif
+#endif
+
+// 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 relative pathnames
+#define MAX_QPATH 64
+
+/*
+========================================================================
+
+QVM files
+
+========================================================================
+*/
+
+#define VM_MAGIC 0x12721444
+#define VM_MAGIC_VER2 0x12721445
+typedef struct {
+ int vmMagic;
+
+ int instructionCount;
+
+ int codeOffset;
+ int codeLength;
+
+ int dataOffset;
+ int dataLength;
+ int litLength; // ( dataLength - litLength ) should be byteswapped on load
+ int bssLength; // zero filled memory appended to datalength
+
+ //!!! below here is VM_MAGIC_VER2 !!!
+ int jtrgLength; // number of jump table targets
+} vmHeader_t;
+
+/*
+========================================================================
+
+.MD3 triangle model file format
+
+========================================================================
+*/
+
+#define MD3_IDENT (('3'<<24)+('P'<<16)+('D'<<8)+'I')
+#define MD3_VERSION 15
+
+// limits
+#define MD3_MAX_LODS 3
+#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;
+
+/*
+==============================================================================
+
+MD4 file format
+
+==============================================================================
+*/
+
+#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I')
+#define MD4_VERSION 1
+#define MD4_MAX_BONES 128
+
+typedef struct {
+ int boneIndex; // these are indexes into the boneReferences,
+ float boneWeight; // not the global per-frame bone list
+ vec3_t offset;
+} md4Weight_t;
+
+typedef struct {
+ vec3_t normal;
+ vec2_t texCoords;
+ int numWeights;
+ md4Weight_t weights[1]; // variable sized
+} md4Vertex_t;
+
+typedef struct {
+ int indexes[3];
+} md4Triangle_t;
+
+typedef struct {
+ int ident;
+
+ char name[MAX_QPATH]; // polyset name
+ char shader[MAX_QPATH];
+ int shaderIndex; // for in-game use
+
+ int ofsHeader; // this will be a negative number
+
+ int numVerts;
+ int ofsVerts;
+
+ int numTriangles;
+ int ofsTriangles;
+
+ // Bone references are a set of ints representing all the bones
+ // present in any vertex weights for this surface. This is
+ // needed because a model may have surfaces that need to be
+ // drawn at different sort times, and we don't want to have
+ // to re-interpolate all the bones for each surface.
+ int numBoneReferences;
+ int ofsBoneReferences;
+
+ int ofsEnd; // next surface follows
+} md4Surface_t;
+
+typedef struct {
+ float matrix[3][4];
+} md4Bone_t;
+
+typedef struct {
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ md4Bone_t bones[1]; // [numBones]
+} md4Frame_t;
+
+typedef struct {
+ int numSurfaces;
+ int ofsSurfaces; // first surface, others follow
+ int ofsEnd; // next lod follows
+} md4LOD_t;
+
+typedef struct {
+ int ident;
+ int version;
+
+ char name[MAX_QPATH]; // model name
+
+ // frames and bones are shared by all levels of detail
+ int numFrames;
+ int numBones;
+ int ofsBoneNames; // char name[ MAX_QPATH ]
+ int ofsFrames; // md4Frame_t[numFrames]
+
+ // each level of detail has completely separate sets of surfaces
+ int numLODs;
+ int ofsLODs;
+
+ int ofsEnd; // end of file
+} md4Header_t;
+
+/*
+ * Here are the definitions for Ravensoft's model format of md4. Raven stores their
+ * playermodels in .mdr files, in some games, which are pretty much like the md4
+ * format implemented by ID soft. It seems like ID's original md4 stuff is not used at all.
+ * MDR is being used in EliteForce, JediKnight2 and Soldiers of Fortune2 (I think).
+ * So this comes in handy for anyone who wants to make it possible to load player
+ * models from these games.
+ * This format has bone tags, which is similar to the thing you have in md3 I suppose.
+ * Raven has released their version of md3view under GPL enabling me to add support
+ * to this codebase. Thanks to Steven Howes aka Skinner for helping with example
+ * source code.
+ *
+ * - Thilo Schulz (arny@ats.s.bawue.de)
+ */
+
+// If you want to enable support for Raven's .mdr / md4 format, uncomment the next
+// line.
+//#define RAVENMD4
+
+#ifdef RAVENMD4
+
+#define MDR_IDENT (('5'<<24)+('M'<<16)+('D'<<8)+'R')
+#define MDR_VERSION 2
+#define MDR_MAX_BONES 128
+
+typedef struct {
+ int boneIndex; // these are indexes into the boneReferences,
+ float boneWeight; // not the global per-frame bone list
+ vec3_t offset;
+} mdrWeight_t;
+
+typedef struct {
+ vec3_t normal;
+ vec2_t texCoords;
+ int numWeights;
+ mdrWeight_t weights[1]; // variable sized
+} mdrVertex_t;
+
+typedef struct {
+ int indexes[3];
+} mdrTriangle_t;
+
+typedef struct {
+ int ident;
+
+ char name[MAX_QPATH]; // polyset name
+ char shader[MAX_QPATH];
+ int shaderIndex; // for in-game use
+
+ int ofsHeader; // this will be a negative number
+
+ int numVerts;
+ int ofsVerts;
+
+ int numTriangles;
+ int ofsTriangles;
+
+ // Bone references are a set of ints representing all the bones
+ // present in any vertex weights for this surface. This is
+ // needed because a model may have surfaces that need to be
+ // drawn at different sort times, and we don't want to have
+ // to re-interpolate all the bones for each surface.
+ int numBoneReferences;
+ int ofsBoneReferences;
+
+ int ofsEnd; // next surface follows
+} mdrSurface_t;
+
+typedef struct {
+ float matrix[3][4];
+} mdrBone_t;
+
+typedef struct {
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ char name[16];
+ mdrBone_t bones[1]; // [numBones]
+} mdrFrame_t;
+
+typedef struct {
+ unsigned char Comp[24]; // MC_COMP_BYTES is in MatComp.h, but don't want to couple
+} mdrCompBone_t;
+
+typedef struct {
+ vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
+ vec3_t localOrigin; // midpoint of bounds, used for sphere cull
+ float radius; // dist from localOrigin to corner
+ mdrCompBone_t bones[1]; // [numBones]
+} mdrCompFrame_t;
+
+typedef struct {
+ int numSurfaces;
+ int ofsSurfaces; // first surface, others follow
+ int ofsEnd; // next lod follows
+} mdrLOD_t;
+
+typedef struct {
+ int boneIndex;
+ char name[32];
+} mdrTag_t;
+
+typedef struct {
+ int ident;
+ int version;
+
+ char name[MAX_QPATH]; // model name
+
+ // frames and bones are shared by all levels of detail
+ int numFrames;
+ int numBones;
+ int ofsFrames; // mdrFrame_t[numFrames]
+
+ // each level of detail has completely separate sets of surfaces
+ int numLODs;
+ int ofsLODs;
+
+ int numTags;
+ int ofsTags;
+
+ int ofsEnd; // end of file
+} mdrHeader_t;
+
+#endif
+
+/*
+==============================================================================
+
+ .BSP file format
+
+==============================================================================
+*/
+
+
+#define BSP_IDENT (('P'<<24)+('S'<<16)+('B'<<8)+'I')
+ // little-endian "IBSP"
+
+#define BSP_VERSION 46
+
+
+// there shouldn't be any problem with increasing these values at the
+// expense of more memory allocation in the utilities
+#define MAX_MAP_MODELS 0x400
+#define MAX_MAP_BRUSHES 0x8000
+#define MAX_MAP_ENTITIES 0x800
+#define MAX_MAP_ENTSTRING 0x40000
+#define MAX_MAP_SHADERS 0x400
+
+#define MAX_MAP_AREAS 0x100 // MAX_MAP_AREA_BYTES in q_shared must match!
+#define MAX_MAP_FOGS 0x100
+#define MAX_MAP_PLANES 0x20000
+#define MAX_MAP_NODES 0x20000
+#define MAX_MAP_BRUSHSIDES 0x20000
+#define MAX_MAP_LEAFS 0x20000
+#define MAX_MAP_LEAFFACES 0x20000
+#define MAX_MAP_LEAFBRUSHES 0x40000
+#define MAX_MAP_PORTALS 0x20000
+#define MAX_MAP_LIGHTING 0x800000
+#define MAX_MAP_LIGHTGRID 0x800000
+#define MAX_MAP_VISIBILITY 0x200000
+
+#define MAX_MAP_DRAW_SURFS 0x20000
+#define MAX_MAP_DRAW_VERTS 0x80000
+#define MAX_MAP_DRAW_INDEXES 0x80000
+
+
+// key / value pair sizes in the entities lump
+#define MAX_KEY 32
+#define 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
+
+#define MAX_WORLD_COORD ( 128*1024 )
+#define MIN_WORLD_COORD ( -128*1024 )
+#define WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
+
+//=============================================================================
+
+
+typedef struct {
+ int fileofs, filelen;
+} lump_t;
+
+#define LUMP_ENTITIES 0
+#define LUMP_SHADERS 1
+#define LUMP_PLANES 2
+#define LUMP_NODES 3
+#define LUMP_LEAFS 4
+#define LUMP_LEAFSURFACES 5
+#define LUMP_LEAFBRUSHES 6
+#define LUMP_MODELS 7
+#define LUMP_BRUSHES 8
+#define LUMP_BRUSHSIDES 9
+#define LUMP_DRAWVERTS 10
+#define LUMP_DRAWINDEXES 11
+#define LUMP_FOGS 12
+#define LUMP_SURFACES 13
+#define LUMP_LIGHTMAPS 14
+#define LUMP_LIGHTGRID 15
+#define LUMP_VISIBILITY 16
+#define HEADER_LUMPS 17
+
+typedef struct {
+ int ident;
+ int version;
+
+ lump_t lumps[HEADER_LUMPS];
+} dheader_t;
+
+typedef struct {
+ float mins[3], maxs[3];
+ int firstSurface, numSurfaces;
+ int firstBrush, numBrushes;
+} dmodel_t;
+
+typedef struct {
+ char shader[MAX_QPATH];
+ int surfaceFlags;
+ int contentFlags;
+} dshader_t;
+
+// planes x^1 is allways the opposite of plane x
+
+typedef struct {
+ float normal[3];
+ float dist;
+} 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];
+} 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;
+} dleaf_t;
+
+typedef struct {
+ int planeNum; // positive plane side faces out of the leaf
+ int shaderNum;
+} dbrushside_t;
+
+typedef struct {
+ int firstSide;
+ int numSides;
+ int shaderNum; // the shader that determines the contents flags
+} dbrush_t;
+
+typedef struct {
+ char shader[MAX_QPATH];
+ int brushNum;
+ int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
+} dfog_t;
+
+typedef struct {
+ vec3_t xyz;
+ float st[2];
+ float lightmap[2];
+ vec3_t normal;
+ byte color[4];
+} drawVert_t;
+
+#define drawVert_t_cleared(x) drawVert_t (x) = {{0, 0, 0}, {0, 0}, {0, 0}, {0, 0, 0}, {0, 0, 0, 0}}
+
+typedef enum {
+ MST_BAD,
+ MST_PLANAR,
+ MST_PATCH,
+ MST_TRIANGLE_SOUP,
+ MST_FLARE
+} 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;
+} dsurface_t;
+
+
+#endif