//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Defines game-specific data // // $Revision: $ // $NoKeywords: $ //=============================================================================// #ifndef GAMEBSPFILE_H #define GAMEBSPFILE_H #ifdef _WIN32 #pragma once #endif #include "mathlib/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', }; // Versions... enum { GAMELUMP_DETAIL_PROPS_VERSION = 4, GAMELUMP_DETAIL_PROP_LIGHTING_VERSION = 0, GAMELUMP_STATIC_PROPS_VERSION = 10, 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 { DECLARE_BYTESWAP_DATADESC(); char m_Name[DETAIL_NAME_LENGTH]; // model name }; //----------------------------------------------------------------------------- // Information about the sprite to render //----------------------------------------------------------------------------- struct DetailSpriteDictLump_t { DECLARE_BYTESWAP_DATADESC(); // 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 { DECLARE_BYTESWAP_DATADESC(); 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 { DECLARE_BYTESWAP_DATADESC(); 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, STATIC_PROP_NO_DRAW = 0x4, // computed at run time based on dx level // These are set in WC STATIC_PROP_IGNORE_NORMALS = 0x8, 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_NO_PER_TEXEL_LIGHTING = 0x100, // whether we should do per-texel lightmaps in vrad. STATIC_PROP_WC_MASK = 0x1d8, // all flags settable in hammer (?) }; struct StaticPropDictLump_t { DECLARE_BYTESWAP_DATADESC(); char m_Name[STATIC_PROP_NAME_LENGTH]; // model name }; struct StaticPropLumpV4_t { DECLARE_BYTESWAP_DATADESC(); 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 StaticPropLumpV5_t { DECLARE_BYTESWAP_DATADESC(); 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 StaticPropLumpV6_t { DECLARE_BYTESWAP_DATADESC(); 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; unsigned short m_nMinDXLevel; unsigned short m_nMaxDXLevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump }; struct StaticPropLump_t { DECLARE_BYTESWAP_DATADESC(); Vector m_Origin; QAngle m_Angles; unsigned short m_PropType; unsigned short m_FirstLeaf; unsigned short m_LeafCount; unsigned char m_Solid; int m_Skin; float m_FadeMinDist; float m_FadeMaxDist; Vector m_LightingOrigin; float m_flForcedFadeScale; unsigned short m_nMinDXLevel; unsigned short m_nMaxDXLevel; // int m_Lighting; // index into the GAMELUMP_STATIC_PROP_LIGHTING lump unsigned int m_Flags; unsigned short m_nLightmapResolutionX; unsigned short m_nLightmapResolutionY; StaticPropLump_t& operator=(const StaticPropLumpV4_t& _rhs) { m_Origin = _rhs.m_Origin; m_Angles = _rhs.m_Angles; m_PropType = _rhs.m_PropType; m_FirstLeaf = _rhs.m_FirstLeaf; m_LeafCount = _rhs.m_LeafCount; m_Solid = _rhs.m_Solid; m_Flags = _rhs.m_Flags; m_Skin = _rhs.m_Skin; m_FadeMinDist = _rhs.m_FadeMinDist; m_FadeMaxDist = _rhs.m_FadeMaxDist; m_LightingOrigin = _rhs.m_LightingOrigin; // These get potentially set twice--once here and once in the caller. // Value judgement: This makes the code easier to work with, so unless it's a perf issue... m_flForcedFadeScale = 1.0f; m_nMinDXLevel = 0; m_nMaxDXLevel = 0; m_nLightmapResolutionX = 0; m_nLightmapResolutionY = 0; // Older versions don't want this. m_Flags |= STATIC_PROP_NO_PER_TEXEL_LIGHTING; return *this; } StaticPropLump_t& operator=(const StaticPropLumpV5_t& _rhs) { (*this) = reinterpret_cast(_rhs); m_flForcedFadeScale = _rhs.m_flForcedFadeScale; return *this; } StaticPropLump_t& operator=(const StaticPropLumpV6_t& _rhs) { (*this) = reinterpret_cast(_rhs); m_nMinDXLevel = _rhs.m_nMinDXLevel; m_nMaxDXLevel = _rhs.m_nMaxDXLevel; return *this; } }; struct StaticPropLeafLump_t { DECLARE_BYTESWAP_DATADESC(); 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