//
// qfiles.h: quake file formats
// This file must be identical in the quake and utils directories
//

/*
========================================================================

.MD2 triangle model file format

========================================================================
*/

#define IDALIASHEADER (('2'<<24)+('P'<<16)+('D'<<8)+'I')
#define ALIAS_VERSION 8

#define MAX_TRIANGLES 4096
#define MAX_VERTS 2048
#define MAX_FRAMES 512
#define MAX_MD2SKINS 32
#define MAX_SKINNAME 64

typedef struct
{
short s;
short t;
} dstvert_t;

typedef struct 
{
short index_xyz[3];
short index_st[3];
} dtriangle_t;

typedef struct
{
byte v[3]; // scaled byte to fit in frame mins/maxs
byte lightnormalindex;
} dtrivertx_t;

#define DTRIVERTX_V0 0
#define DTRIVERTX_V1 1
#define DTRIVERTX_V2 2
#define DTRIVERTX_LNI 3
#define DTRIVERTX_SIZE 4

typedef struct
{
float scale[3]; // multiply byte verts by this
float translate[3]; // then add this
char name[16]; // frame name from grabbing
dtrivertx_t verts[1]; // variable sized
} daliasframe_t;


// the glcmd format:
// a positive integer starts a tristrip command, followed by that many
// vertex structures.
// a negative integer starts a trifan command, followed by -x vertexes
// a zero indicates the end of the command list.
// a vertex consists of a floating point s, a floating point t,
// and an integer vertex index.


typedef struct
{
int ident;
int version;

int skinwidth;
int skinheight;
int framesize; // byte size of each frame

int num_skins;
int num_xyz;
int num_st; // greater than num_xyz for seams
int num_tris;
int num_glcmds; // dwords in strip/fan command list
int num_frames;

int ofs_skins; // each skin is a MAX_SKINNAME string
int ofs_st; // byte offset from start for stverts
int ofs_tris; // offset for dtriangles
int ofs_frames; // offset for first frame
int ofs_glcmds; 
int ofs_end; // end of file

} dmdl_t;

/*
========================================================================

.SP2 sprite file format

========================================================================
*/

#define IDSPRITEHEADER (('2'<<24)+('S'<<16)+('D'<<8)+'I')
// little-endian "IDS2"
#define SPRITE_VERSION 2

typedef struct
{
int width, height;
int origin_x, origin_y; // raster coordinates inside pic
char name[MAX_SKINNAME]; // name of pcx file
} dsprframe_t;

typedef struct {
int ident;
int version;
int numframes;
dsprframe_t frames[1]; // variable sized
} dsprite_t;

/*
==============================================================================

.WAL texture file format

==============================================================================
*/


#define MIPLEVELS 4
typedef struct miptex_s
{
char name[32];
unsigned width, height;
unsigned offsets[MIPLEVELS]; // four mip maps stored
char animname[32]; // next frame in animation chain
int flags;
int contents;
int value;
} miptex_t;



/*
==============================================================================

.BSP file format

==============================================================================
*/

#define IDBSPHEADER (('P'<<24)+('S'<<16)+('B'<<8)+'I')
// little-endian "IBSP"

#define BSPVERSION 38


// upper design bounds
// leaffaces, leafbrushes, planes, and verts are still bounded by
// 16 bit short limits
#define MAX_MAP_MODELS 1024
#define MAX_MAP_BRUSHES 8192
#define MAX_MAP_ENTITIES 2048
#define MAX_MAP_ENTSTRING 0x20000
#define MAX_MAP_TEXINFO 8192

#define MAX_MAP_AREAS 256
#define MAX_MAP_AREAPORTALS 1024
#define MAX_MAP_PLANES 65536
#define MAX_MAP_NODES 65536
#define MAX_MAP_BRUSHSIDES 65536
#define MAX_MAP_LEAFS 65536
#define MAX_MAP_VERTS 65536
#define MAX_MAP_FACES 65536
#define MAX_MAP_LEAFFACES 65536
#define MAX_MAP_LEAFBRUSHES 65536
#define MAX_MAP_PORTALS 65536
#define MAX_MAP_EDGES 128000
#define MAX_MAP_SURFEDGES 256000
#define MAX_MAP_LIGHTING 0x200000
#define MAX_MAP_VISIBILITY 0x100000

// key / value pair sizes

#define MAX_KEY 32
#define MAX_VALUE 1024

//=============================================================================

typedef struct
{
int fileofs, filelen;
} lump_t;

#define LUMP_ENTITIES 0
#define LUMP_PLANES 1
#define LUMP_VERTEXES 2
#define LUMP_VISIBILITY 3
#define LUMP_NODES 4
#define LUMP_TEXINFO 5
#define LUMP_FACES 6
#define LUMP_LIGHTING 7
#define LUMP_LEAFS 8
#define LUMP_LEAFFACES 9
#define LUMP_LEAFBRUSHES 10
#define LUMP_EDGES 11
#define LUMP_SURFEDGES 12
#define LUMP_MODELS 13
#define LUMP_BRUSHES 14
#define LUMP_BRUSHSIDES 15
#define LUMP_POP 16
#define LUMP_AREAS 17
#define LUMP_AREAPORTALS 18
#define HEADER_LUMPS 19

typedef struct
{
int ident;
int version; 
lump_t lumps[HEADER_LUMPS];
} dheader_t;

typedef struct
{
float mins[3], maxs[3];
float origin[3]; // for sounds or lights
int headnode;
int firstface, numfaces; // submodels just draw faces
// without walking the bsp tree
} dmodel_t;


typedef struct
{
float point[3];
} dvertex_t;


// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2

// 3-5 are non-axial planes snapped to the nearest
#define PLANE_ANYX 3
#define PLANE_ANYY 4
#define PLANE_ANYZ 5

// planes (x&~1) and (x&~1)+1 are allways opposites

typedef struct
{
float normal[3];
float dist;
int type; // PLANE_X - PLANE_ANYZ ?remove? trivial to regenerate
} dplane_t;


// contents flags are seperate bits
// a given brush can contribute multiple content bits
// multiple brushes can be in a single leaf

// lower bits are stronger, and will eat weaker brushes completely
#define CONTENTS_SOLID 1 // an eye is never valid in a solid
#define CONTENTS_WINDOW 2 // translucent, but not watery
#define CONTENTS_AUX 4
#define CONTENTS_LAVA 8
#define CONTENTS_SLIME 16
#define CONTENTS_WATER 32
#define CONTENTS_MIST 64
#define LAST_VISIBLE_CONTENTS 64

// remaining contents are non-visible, and don't eat brushes

#define CONTENTS_AREAPORTAL 0x8000

#define CONTENTS_PLAYERCLIP 0x10000
#define CONTENTS_MONSTERCLIP 0x20000

// currents can be added to any other contents, and may be mixed
#define CONTENTS_CURRENT_0 0x40000
#define CONTENTS_CURRENT_90 0x80000
#define CONTENTS_CURRENT_180 0x100000
#define CONTENTS_CURRENT_270 0x200000
#define CONTENTS_CURRENT_UP 0x400000
#define CONTENTS_CURRENT_DOWN 0x800000

#define CONTENTS_ORIGIN 0x1000000 // removed before bsping an entity

#define CONTENTS_MONSTER 0x2000000 // should never be on a brush, only in game
#define CONTENTS_DEADMONSTER 0x4000000
#define CONTENTS_DETAIL 0x8000000 // brushes to be added after vis leafs
#define CONTENTS_TRANSLUCENT 0x10000000 // auto set if any surface has trans
#define CONTENTS_LADDER 0x20000000


typedef struct
{
int planenum;
int children[2]; // negative numbers are -(leafs+1), not nodes
short mins[3]; // for frustom culling
short maxs[3];
unsigned short firstface;
unsigned short numfaces; // counting both sides
} dnode_t;


typedef struct texinfo_s
{
float vecs[2][4]; // [s/t][xyz offset]
int flags; // miptex flags + overrides
int value; // light emission, etc
char texture[32]; // texture name (textures/*.wal)
int nexttexinfo; // for animations, -1 = end of chain
} texinfo_t;


#define SURF_LIGHT 0x1 // value will hold the light strength

#define SURF_SLICK 0x2 // effects game physics

#define SURF_SKY 0x4 // don't draw, but add to skybox
#define SURF_WARP 0x8 // turbulent water warp
#define SURF_TRANS33 0x10
#define SURF_TRANS66 0x20
#define SURF_FLOWING 0x40 // scroll towards angle
#define SURF_NODRAW 0x80 // don't bother referencing the texture


// note that edge 0 is never used, because negative edge nums are used for
// counterclockwise use of the edge in a face
typedef struct
{
unsigned short v[2]; // vertex numbers
} dedge_t;

#define MAXLIGHTMAPS 4
typedef struct
{
unsigned short planenum;
short side;

int firstedge; // we must support > 64k edges
short numedges; 
short texinfo;

// lighting info
byte styles[MAXLIGHTMAPS];
int lightofs; // start of [numstyles*surfsize] samples
} dface_t;

typedef struct
{
int contents; // OR of all brushes (not needed?)

short cluster;
short area;

short mins[3]; // for frustum culling
short maxs[3];

unsigned short firstleafface;
unsigned short numleaffaces;

unsigned short firstleafbrush;
unsigned short numleafbrushes;
} dleaf_t;

typedef struct
{
unsigned short planenum; // facing out of the leaf
short texinfo;
} dbrushside_t;

typedef struct
{
int firstside;
int numsides;
int contents;
} dbrush_t;

#define ANGLE_UP -1
#define ANGLE_DOWN -2


// the visibility lump consists of a header with a count, then
// byte offsets for the PVS and PHS of each cluster, then the raw
// compressed bit vectors
#define DVIS_PVS 0
#define DVIS_PHS 1
typedef struct
{
int numclusters;
int bitofs[8][2]; // bitofs[numclusters][2]
} dvis_t;

// each area has a list of portals that lead into other areas
// when portals are closed, other areas may not be visible or
// hearable even if the vis info says that it should be
typedef struct
{
int portalnum;
int otherarea;
} dareaportal_t;

typedef struct
{
int numareaportals;
int firstareaportal;
} darea_t;