Files
Client/GameTools/Zallad3D SceneClass/BSPBaseDataDefine.h
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

122 lines
1.8 KiB
C++

#include "3DMath.h"
#include "Vertex.h"
#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
class Lump
{
public:
int m_Fileofs;
int m_Filelen;
};
class DHeader
{
public:
int m_Ident;
int m_Version;
Lump m_Lump[HEADER_LUMPS];
};
typedef int BBoxT[6];
typedef float BBoxFT[6];
typedef float TexCoordT[2];
typedef float vec4T[4];
typedef struct
{
int Plane;
int Children[2];
int Min[3];
int Max[3];
}NodeT;
typedef struct
{
vector3 vec;
float fOffset;
}PlaneT;
typedef struct
{
int Cluster;
int Area;
int Min[3];
int Max[3];
int FirstFace,nFaces;
int FirstUnknown,nUnknowns;
}LeafT;
typedef struct
{
int Shader;
int Unknown1[1];
int FaceType;
int FirstVert,nVerts;
int FirstElem,nElems;
// Lightmap Info//
int LM_TextureNum;
int LM_Offset[2];
int LM_Size[2];
vector3 vecOrig;
BBoxFT BBox;
vector3 vecNormal;
int MeshCP[2];
}SurfaceT;
typedef struct
{
int Shader;
int Unknown1[1];
int FaceType;
int FirstVert,nVerts;
int FirstElem,nElems;
// Lightmap Info//
int LM_TextureNum;
int LM_Offset[2];
int LM_Size[2];
vector3 vecOrig;
BBoxFT BBox;
vector3 vecNormal;
int MeshCP[2];
MultiVertex *pVertex;
LPDIRECT3DVERTEXBUFFER8 m_pVertexBuffer;
LPDIRECT3DINDEXBUFFER8 m_pIndicesBuffer;
WORD *pIndices;
}DrawSurface;
typedef struct
{
int nClusters;
int RowSize;
BYTE data[1];
}VisiblityT;
typedef struct
{
int *nSurfaces[100];
int **pDrawSurfaces[100];
}DrawSurfaceListT;
typedef struct
{
char m_strTexture[256];
}DShader;