/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.

This file is part of Quake III Arena source code.

Quake III Arena source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

Quake III Arena source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Foobar; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/
#ifndef __QFILES_H__
#define __QFILES_H__

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

// surface geometry should not exceed these limits
#define	SHADER_MAX_VERTEXES	100000
#define	SHADER_MAX_INDEXES	(SHADER_MAX_VERTEXES * 6)
#define SHADER_MAX_TRIANGLES (SHADER_MAX_INDEXES / 3)

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

QVM files

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

#define	VM_MAGIC		0x12721444
#define	VM_MAGIC_VER2	0x12721445
typedef struct {
	int		vmMagic;

	int		instructionCount;

	int		codeOffset;
	int		codeLength;

	int		dataOffset;
	int		dataLength;
	int		litLength;			// ( dataLength - litLength ) should be byteswapped on load
	int		bssLength;			// zero filled memory appended to datalength

	//!!! below here is VM_MAGIC_VER2 !!!
	int		jtrgLength;			// number of jump table targets
} vmHeader_t;

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

TGA files are used for 24/32 bit images

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

typedef struct _TargaHeader
{
	unsigned char   id_length, colormap_type, image_type;
	unsigned short  colormap_index, colormap_length;
	unsigned char   colormap_size;
	unsigned short  x_origin, y_origin, width, height;
	unsigned char   pixel_size, attributes;
} TargaHeader;

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

.MD3 triangle model file format

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

#define MD3_IDENT			(('3'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD3_VERSION			15

// limits
#define MD3_MAX_LODS		3
#define	MD3_MAX_TRIANGLES	8192	// per surface
#define MD3_MAX_VERTS		4096	// per surface
#define MD3_MAX_SHADERS		256	// per surface
#define MD3_MAX_FRAMES		1024	// per model
#define	MD3_MAX_SURFACES	32	// per model
#define MD3_MAX_TAGS		16	// per frame

// vertex scales
#define	MD3_XYZ_SCALE		(1.0/64)

typedef struct md3Frame_s
{
	float           bounds[2][3];
	float           localOrigin[3];
	float           radius;
	char            name[16];
} md3Frame_t;

typedef struct md3Tag_s
{
	char            name[64];	// tag name
	float           origin[3];
	float           axis[3][3];
} md3Tag_t;

/*
** md3Surface_t
**
** CHUNK			SIZE
** header			sizeof( md3Surface_t )
** shaders			sizeof( md3Shader_t ) * numShaders
** triangles[0]		sizeof( md3Triangle_t ) * numTriangles
** st				sizeof( md3St_t ) * numVerts
** XyzNormals		sizeof( md3XyzNormal_t ) * numVerts * numFrames
*/
typedef struct
{
	int             ident;		// 

	char            name[64];	// polyset name

	int             flags;
	int             numFrames;	// all surfaces in a model should have the same

	int             numShaders;	// all surfaces in a model should have the same
	int             numVerts;

	int             numTriangles;
	int             ofsTriangles;

	int             ofsShaders;	// offset from start of md3Surface_t
	int             ofsSt;		// texture coords are common for all frames
	int             ofsXyzNormals;	// numVerts * numFrames

	int             ofsEnd;		// next surface follows
} md3Surface_t;

typedef struct
{
	char            name[64];
	int             shaderIndex;	// for in-game use
} md3Shader_t;

typedef struct
{
	int             indexes[3];
} md3Triangle_t;

typedef struct
{
	float           st[2];
} md3St_t;

typedef struct
{
	short           xyz[3];
	short           normal;
} md3XyzNormal_t;

typedef struct
{
	int             ident;
	int             version;

	char            name[64];	// model name

	int             flags;

	int             numFrames;
	int             numTags;
	int             numSurfaces;

	int             numSkins;

	int             ofsFrames;	// offset for first frame
	int             ofsTags;	// numFrames * numTags
	int             ofsSurfaces;	// first surface, others follow

	int             ofsEnd;		// end of file
} md3Header_t;

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

  .BSP file format

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

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

#define BSP_VERSION			46

// there shouldn't be any problem with increasing these values at the
// expense of more memory allocation in the utilities
#define	MAX_MAP_MODELS		0x400
#define	MAX_MAP_BRUSHES		0x8000
#define	MAX_MAP_ENTITIES	0x800
#define	MAX_MAP_ENTSTRING	0x80000
#define	MAX_MAP_SHADERS		0x400

#define	MAX_MAP_AREAS		0x100	// MAX_MAP_AREA_BYTES in q_shared must match!
#define	MAX_MAP_FOGS		0x100
#define	MAX_MAP_PLANES		0x20000
#define	MAX_MAP_NODES		0x20000
#define	MAX_MAP_BRUSHSIDES	0x40000
#define	MAX_MAP_LEAFS		0x20000
#define	MAX_MAP_LEAFFACES	0x20000
#define	MAX_MAP_LEAFBRUSHES 0x40000
#define	MAX_MAP_PORTALS		0x20000
#define	MAX_MAP_LIGHTING	0x800000
#define	MAX_MAP_LIGHTGRID	0x800000
#define	MAX_MAP_VISIBILITY	0x200000

#define	MAX_MAP_DRAW_SURFS	0x20000
#define	MAX_MAP_DRAW_VERTS	0x80000
#define	MAX_MAP_DRAW_INDEXES	0x80000


// key / value pair sizes in the entities lump
#define	MAX_KEY				32
#define	MAX_VALUE			1024

// the editor uses these predefined yaw angles to orient entities up or down
#define	ANGLE_UP			-1
#define	ANGLE_DOWN			-2

#define	LIGHTMAP_WIDTH		128
#define	LIGHTMAP_HEIGHT		128

#define MIN_WORLD_COORD		( -65536 )
#define	MAX_WORLD_COORD		( 65536 )
#define WORLD_SIZE			( MAX_WORLD_COORD - MIN_WORLD_COORD )

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

typedef struct
{
	int             fileofs, filelen;
} lump_t;

#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

typedef struct
{
	int             ident;
	int             version;

	lump_t          lumps[HEADER_LUMPS];
} dheader_t;

typedef struct
{
	float           mins[3], maxs[3];
	int             firstSurface, numSurfaces;
	int             firstBrush, numBrushes;
} dmodel_t;

typedef struct
{
	char            shader[64];
	int             surfaceFlags;
	int             contentFlags;
} dshader_t;

// planes x^1 is allways the opposite of plane x

typedef struct
{
	float           normal[3];
	float           dist;
} dplane_t;

typedef struct
{
	int             planeNum;
	int             children[2];	// negative numbers are -(leafs+1), not nodes
	int             mins[3];	// for frustom culling
	int             maxs[3];
} dnode_t;

typedef struct
{
	int             cluster;	// -1 = opaque cluster (do I still store these?)
	int             area;

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

	int             firstLeafSurface;
	int             numLeafSurfaces;

	int             firstLeafBrush;
	int             numLeafBrushes;
} dleaf_t;

typedef struct
{
	int             planeNum;	// positive plane side faces out of the leaf
	int             shaderNum;
} dbrushside_t;

typedef struct
{
	int             firstSide;
	int             numSides;
	int             shaderNum;	// the shader that determines the contents flags
} dbrush_t;

typedef struct
{
	char            shader[64];
	int             brushNum;
	int             visibleSide;	// the brush side that ray tests need to clip against (-1 == none)
} dfog_t;

typedef struct
{
	float           xyz[3];
	float           st[2];
	float           lightmap[2];
	float           normal[3];
	byte            color[4];
} drawVert_t;

typedef enum
{
	MST_BAD,
	MST_PLANAR,
	MST_PATCH,
	MST_TRIANGLE_SOUP,
	MST_FLARE
} mapSurfaceType_t;

typedef struct
{
	int             shaderNum;
	int             fogNum;
	int             surfaceType;

	int             firstVert;
	int             numVerts;

	int             firstIndex;
	int             numIndexes;

	int             lightmapNum;
	int             lightmapX, lightmapY;
	int             lightmapWidth, lightmapHeight;

	float           lightmapOrigin[3];
	float           lightmapVecs[3][3];	// for patches, [0] and [1] are lodbounds

	int             patchWidth;
	int             patchHeight;
} dsurface_t;


#endif
