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290 lines
8.2 KiB
290 lines
8.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: Defines game-specific data |
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// |
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// $Revision: $ |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef GAMEBSPFILE_H |
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#define GAMEBSPFILE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "mathlib/vector.h" |
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#include "basetypes.h" |
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//----------------------------------------------------------------------------- |
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// This enumerations defines all the four-CC codes for the client lump names |
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//----------------------------------------------------------------------------- |
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enum |
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{ |
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GAMELUMP_DETAIL_PROPS = 'dprp', |
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GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt', |
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GAMELUMP_STATIC_PROPS = 'sprp', |
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh', |
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}; |
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// Versions... |
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enum |
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{ |
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GAMELUMP_DETAIL_PROPS_VERSION = 4, |
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GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0, |
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GAMELUMP_STATIC_PROPS_VERSION = 10, |
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GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0, |
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GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0, |
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}; |
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//----------------------------------------------------------------------------- |
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// This is the data associated with the GAMELUMP_DETAIL_PROPS lump |
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//----------------------------------------------------------------------------- |
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#define DETAIL_NAME_LENGTH 128 |
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enum DetailPropOrientation_t |
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{ |
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DETAIL_PROP_ORIENT_NORMAL = 0, |
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED, |
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DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL, |
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}; |
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// NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw |
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// in detailobjectsystem.cpp |
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enum DetailPropType_t |
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{ |
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DETAIL_PROP_TYPE_MODEL = 0, |
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DETAIL_PROP_TYPE_SPRITE, |
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DETAIL_PROP_TYPE_SHAPE_CROSS, |
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DETAIL_PROP_TYPE_SHAPE_TRI, |
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}; |
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//----------------------------------------------------------------------------- |
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// Model index when using studiomdls for detail props |
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//----------------------------------------------------------------------------- |
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struct DetailObjectDictLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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char m_Name[DETAIL_NAME_LENGTH]; // model name |
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}; |
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//----------------------------------------------------------------------------- |
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// Information about the sprite to render |
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//----------------------------------------------------------------------------- |
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struct DetailSpriteDictLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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// NOTE: All detail prop sprites must lie in the material detail/detailsprites |
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Vector2D m_UL; // Coordinate of upper left |
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Vector2D m_LR; // Coordinate of lower right |
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Vector2D m_TexUL; // Texcoords of upper left |
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Vector2D m_TexLR; // Texcoords of lower left |
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}; |
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struct DetailObjectLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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Vector m_Origin; |
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QAngle m_Angles; |
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unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t |
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unsigned short m_Leaf; |
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ColorRGBExp32 m_Lighting; |
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unsigned int m_LightStyles; |
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unsigned char m_LightStyleCount; |
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unsigned char m_SwayAmount; // how much do the details sway |
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unsigned char m_ShapeAngle; // angle param for shaped sprites |
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unsigned char m_ShapeSize; // size param for shaped sprites |
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unsigned char m_Orientation; // See DetailPropOrientation_t |
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unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again.. |
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unsigned char m_Type; // See DetailPropType_t |
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unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again.. |
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float m_flScale; // For sprites only currently |
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}; |
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//----------------------------------------------------------------------------- |
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// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump |
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//----------------------------------------------------------------------------- |
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struct DetailPropLightstylesLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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ColorRGBExp32 m_Lighting; |
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unsigned char m_Style; |
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}; |
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//----------------------------------------------------------------------------- |
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// This is the data associated with the GAMELUMP_STATIC_PROPS lump |
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//----------------------------------------------------------------------------- |
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enum |
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{ |
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STATIC_PROP_NAME_LENGTH = 128, |
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// Flags field |
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// These are automatically computed |
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STATIC_PROP_FLAG_FADES = 0x1, |
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STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2, |
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STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level |
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// These are set in WC |
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STATIC_PROP_IGNORE_NORMALS = 0x8, |
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STATIC_PROP_NO_SHADOW = 0x10, |
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STATIC_PROP_SCREEN_SPACE_FADE = 0x20, |
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STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at |
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// lighting origin, not for each vertex |
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STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad |
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STATIC_PROP_NO_PER_TEXEL_LIGHTING = 0x100, // whether we should do per-texel lightmaps in vrad. |
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STATIC_PROP_WC_MASK = 0x1d8, // all flags settable in hammer (?) |
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}; |
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struct StaticPropDictLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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char m_Name[STATIC_PROP_NAME_LENGTH]; // model name |
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}; |
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struct StaticPropLumpV4_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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Vector m_Origin; |
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QAngle m_Angles; |
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unsigned short m_PropType; |
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unsigned short m_FirstLeaf; |
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unsigned short m_LeafCount; |
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unsigned char m_Solid; |
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unsigned char m_Flags; |
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int m_Skin; |
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float m_FadeMinDist; |
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float m_FadeMaxDist; |
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Vector m_LightingOrigin; |
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump |
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}; |
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struct StaticPropLumpV5_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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Vector m_Origin; |
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QAngle m_Angles; |
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unsigned short m_PropType; |
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unsigned short m_FirstLeaf; |
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unsigned short m_LeafCount; |
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unsigned char m_Solid; |
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unsigned char m_Flags; |
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int m_Skin; |
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float m_FadeMinDist; |
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float m_FadeMaxDist; |
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Vector m_LightingOrigin; |
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float m_flForcedFadeScale; |
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump |
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}; |
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struct StaticPropLumpV6_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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Vector m_Origin; |
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QAngle m_Angles; |
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unsigned short m_PropType; |
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unsigned short m_FirstLeaf; |
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unsigned short m_LeafCount; |
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unsigned char m_Solid; |
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unsigned char m_Flags; |
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int m_Skin; |
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float m_FadeMinDist; |
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float m_FadeMaxDist; |
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Vector m_LightingOrigin; |
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float m_flForcedFadeScale; |
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unsigned short m_nMinDXLevel; |
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unsigned short m_nMaxDXLevel; |
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump |
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}; |
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struct StaticPropLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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Vector m_Origin; |
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QAngle m_Angles; |
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unsigned short m_PropType; |
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unsigned short m_FirstLeaf; |
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unsigned short m_LeafCount; |
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unsigned char m_Solid; |
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int m_Skin; |
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float m_FadeMinDist; |
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float m_FadeMaxDist; |
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Vector m_LightingOrigin; |
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float m_flForcedFadeScale; |
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unsigned short m_nMinDXLevel; |
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unsigned short m_nMaxDXLevel; |
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// int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump |
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unsigned int m_Flags; |
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unsigned short m_nLightmapResolutionX; |
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unsigned short m_nLightmapResolutionY; |
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StaticPropLump_t& operator=(const StaticPropLumpV4_t& _rhs) |
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{ |
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m_Origin = _rhs.m_Origin; |
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m_Angles = _rhs.m_Angles; |
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m_PropType = _rhs.m_PropType; |
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m_FirstLeaf = _rhs.m_FirstLeaf; |
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m_LeafCount = _rhs.m_LeafCount; |
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m_Solid = _rhs.m_Solid; |
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m_Flags = _rhs.m_Flags; |
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m_Skin = _rhs.m_Skin; |
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m_FadeMinDist = _rhs.m_FadeMinDist; |
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m_FadeMaxDist = _rhs.m_FadeMaxDist; |
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m_LightingOrigin = _rhs.m_LightingOrigin; |
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// These get potentially set twice--once here and once in the caller. |
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// Value judgement: This makes the code easier to work with, so unless it's a perf issue... |
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m_flForcedFadeScale = 1.0f; |
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m_nMinDXLevel = 0; |
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m_nMaxDXLevel = 0; |
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m_nLightmapResolutionX = 0; |
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m_nLightmapResolutionY = 0; |
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// Older versions don't want this. |
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m_Flags |= STATIC_PROP_NO_PER_TEXEL_LIGHTING; |
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return *this; |
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} |
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StaticPropLump_t& operator=(const StaticPropLumpV5_t& _rhs) |
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{ |
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(*this) = reinterpret_cast<const StaticPropLumpV4_t&>(_rhs); |
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m_flForcedFadeScale = _rhs.m_flForcedFadeScale; |
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return *this; |
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} |
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StaticPropLump_t& operator=(const StaticPropLumpV6_t& _rhs) |
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{ |
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(*this) = reinterpret_cast<const StaticPropLumpV5_t&>(_rhs); |
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m_nMinDXLevel = _rhs.m_nMinDXLevel; |
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m_nMaxDXLevel = _rhs.m_nMaxDXLevel; |
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return *this; |
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} |
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}; |
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struct StaticPropLeafLump_t |
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{ |
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DECLARE_BYTESWAP_DATADESC(); |
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unsigned short m_Leaf; |
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}; |
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//----------------------------------------------------------------------------- |
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// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump |
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//----------------------------------------------------------------------------- |
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struct StaticPropLightstylesLump_t |
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{ |
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ColorRGBExp32 m_Lighting; |
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}; |
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#endif // GAMEBSPFILE_H
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