//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: Defines game-specific data // // $Revision: $ // $NoKeywords: $ //=============================================================================// #ifndef GAMEBSPFILE_H #define GAMEBSPFILE_H #ifdef _WIN32 #pragma once #endif #include "vector.h" #include "basetypes.h" //----------------------------------------------------------------------------- // This enumerations defines all the four-CC codes for the client lump names //----------------------------------------------------------------------------- enum { GAMELUMP_DETAIL_PROPS = 'dprp', GAMELUMP_DETAIL_PROP_LIGHTING = 'dplt', GAMELUMP_STATIC_PROPS = 'sprp', GAMELUMP_DETAIL_PROP_LIGHTING_HDR = 'dplh', // fixme: need to make use of this }; // Versions... enum { GAMELUMP_DETAIL_PROPS_VERSION = 4, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0, GAMELUMP_STATIC_PROPS_VERSION = 5, GAMELUMP_STATIC_PROP_LIGHTING_VERSION = 0, GAMELUMP_DETAIL_PROP_LIGHTING_HDR_VERSION = 0, }; //----------------------------------------------------------------------------- // This is the data associated with the GAMELUMP_DETAIL_PROPS lump //----------------------------------------------------------------------------- #define DETAIL_NAME_LENGTH 128 enum DetailPropOrientation_t { DETAIL_PROP_ORIENT_NORMAL = 0, DETAIL_PROP_ORIENT_SCREEN_ALIGNED, DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL, }; // NOTE: If DetailPropType_t enum changes, change CDetailModel::QuadsToDraw // in detailobjectsystem.cpp enum DetailPropType_t { DETAIL_PROP_TYPE_MODEL = 0, DETAIL_PROP_TYPE_SPRITE, DETAIL_PROP_TYPE_SHAPE_CROSS, DETAIL_PROP_TYPE_SHAPE_TRI, }; //----------------------------------------------------------------------------- // Model index when using studiomdls for detail props //----------------------------------------------------------------------------- struct DetailObjectDictLump_t { char m_Name[DETAIL_NAME_LENGTH]; // model name }; //----------------------------------------------------------------------------- // Information about the sprite to render //----------------------------------------------------------------------------- struct DetailSpriteDictLump_t { // NOTE: All detail prop sprites must lie in the material detail/detailsprites Vector2D m_UL; // Coordinate of upper left Vector2D m_LR; // Coordinate of lower right Vector2D m_TexUL; // Texcoords of upper left Vector2D m_TexLR; // Texcoords of lower left }; struct DetailObjectLump_t { Vector m_Origin; QAngle m_Angles; unsigned short m_DetailModel; // either index into DetailObjectDictLump_t or DetailPropSpriteLump_t unsigned short m_Leaf; ColorRGBExp32 m_Lighting; unsigned int m_LightStyles; unsigned char m_LightStyleCount; unsigned char m_SwayAmount; // how much do the details sway unsigned char m_ShapeAngle; // angle param for shaped sprites unsigned char m_ShapeSize; // size param for shaped sprites unsigned char m_Orientation; // See DetailPropOrientation_t unsigned char m_Padding2[3]; // FIXME: Remove when we rev the detail lump again.. unsigned char m_Type; // See DetailPropType_t unsigned char m_Padding3[3]; // FIXME: Remove when we rev the detail lump again.. float m_flScale; // For sprites only currently }; //----------------------------------------------------------------------------- // This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump //----------------------------------------------------------------------------- struct DetailPropLightstylesLump_t { ColorRGBExp32 m_Lighting; unsigned char m_Style; }; //----------------------------------------------------------------------------- // This is the data associated with the GAMELUMP_STATIC_PROPS lump //----------------------------------------------------------------------------- enum { STATIC_PROP_NAME_LENGTH = 128, // Flags field // These are automatically computed STATIC_PROP_FLAG_FADES = 0x1, STATIC_PROP_USE_LIGHTING_ORIGIN = 0x2, // These are set in WC STATIC_PROP_NO_SHADOW = 0x10, STATIC_PROP_SCREEN_SPACE_FADE = 0x20, STATIC_PROP_NO_PER_VERTEX_LIGHTING = 0x40, // in vrad, compute lighting at // lighting origin, not for each vertex STATIC_PROP_NO_SELF_SHADOWING = 0x80, // disable self shadowing in vrad STATIC_PROP_WC_MASK = 0xd0, // all flags settable in hammer (?) }; struct StaticPropDictLump_t { char m_Name[STATIC_PROP_NAME_LENGTH]; // model name }; struct StaticPropLumpV4_t { Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump }; struct StaticPropLump_t { Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; unsigned char m_Flags; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump }; struct StaticPropLeafLump_t { unsigned short m_Leaf; }; //----------------------------------------------------------------------------- // This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump //----------------------------------------------------------------------------- struct StaticPropLightstylesLump_t { ColorRGBExp32 m_Lighting; }; #endif // GAMEBSPFILE_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |