Itsa me, quake3io!

This commit is contained in:
Zachary Slater 2005-08-26 04:48:05 +00:00
parent dbe4ddb103
commit 5b755058f5
1409 changed files with 798983 additions and 798983 deletions

26
q3asm/Makefile Normal file → Executable file
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@ -1,13 +1,13 @@
# yeah, couldn't do more simple really
CC=gcc
CFLAGS=-g -Wall
default: q3asm
q3asm: q3asm.c cmdlib.c
$(CC) $(CFLAGS) -o $@ $^
clean:
rm -f q3asm *~ *.o
# yeah, couldn't do more simple really
CC=gcc
CFLAGS=-g -Wall
default: q3asm
q3asm: q3asm.c cmdlib.c
$(CC) $(CFLAGS) -o $@ $^
clean:
rm -f q3asm *~ *.o

20
q3asm/README.Id Normal file → Executable file
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@ -1,10 +1,10 @@
2002-10-25 Timothee Besset <ttimo@idsoftware.com>
If you are looking for a faster version of the q3asm tool, try:
http://www.icculus.org/~phaethon/q3/q3asm-turbo/q3asm-turbo.html
2001-10-31 Timothee Besset <ttimo@idsoftware.com>
updated from the $/source/q3asm code
modified for portability and use with >= 1.31 mod source release
the cmdlib.c cmdlib.h mathlib.h qfiles.h have been copied from
$/source/common
2002-10-25 Timothee Besset <ttimo@idsoftware.com>
If you are looking for a faster version of the q3asm tool, try:
http://www.icculus.org/~phaethon/q3/q3asm-turbo/q3asm-turbo.html
2001-10-31 Timothee Besset <ttimo@idsoftware.com>
updated from the $/source/q3asm code
modified for portability and use with >= 1.31 mod source release
the cmdlib.c cmdlib.h mathlib.h qfiles.h have been copied from
$/source/common

2412
q3asm/cmdlib.c Normal file → Executable file

File diff suppressed because it is too large Load diff

320
q3asm/cmdlib.h Normal file → Executable file
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@ -1,160 +1,160 @@
/*
===========================================================================
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
===========================================================================
*/
// cmdlib.h
#ifndef __CMDLIB__
#define __CMDLIB__
#ifdef _WIN32
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4305) // truncate from double to float
#pragma check_stack(off)
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <errno.h>
#include <ctype.h>
#include <time.h>
#include <stdarg.h>
#ifdef _WIN32
#pragma intrinsic( memset, memcpy )
#endif
#ifndef __BYTEBOOL__
#define __BYTEBOOL__
typedef enum { qfalse, qtrue } qboolean;
typedef unsigned char byte;
#endif
#define MAX_OS_PATH 1024
#define MEM_BLOCKSIZE 4096
// the dec offsetof macro doesnt work very well...
#define myoffsetof(type,identifier) ((size_t)&((type *)0)->identifier)
// set these before calling CheckParm
extern int myargc;
extern char **myargv;
char *strupr (char *in);
char *strlower (char *in);
int Q_strncasecmp( const char *s1, const char *s2, int n );
int Q_stricmp( const char *s1, const char *s2 );
void Q_getwd( char *out );
int Q_filelength (FILE *f);
int FileTime( const char *path );
void Q_mkdir( const char *path );
extern char qdir[1024];
extern char gamedir[1024];
extern char writedir[1024];
void SetQdirFromPath( const char *path );
char *ExpandArg( const char *path ); // from cmd line
char *ExpandPath( const char *path ); // from scripts
char *ExpandGamePath (const char *path);
char *ExpandPathAndArchive( const char *path );
double I_FloatTime( void );
void Error( const char *error, ... );
int CheckParm( const char *check );
FILE *SafeOpenWrite( const char *filename );
FILE *SafeOpenRead( const char *filename );
void SafeRead (FILE *f, void *buffer, int count);
void SafeWrite (FILE *f, const void *buffer, int count);
int LoadFile( const char *filename, void **bufferptr );
int LoadFileBlock( const char *filename, void **bufferptr );
int TryLoadFile( const char *filename, void **bufferptr );
void SaveFile( const char *filename, const void *buffer, int count );
qboolean FileExists( const char *filename );
void DefaultExtension( char *path, const char *extension );
void DefaultPath( char *path, const char *basepath );
void StripFilename( char *path );
void StripExtension( char *path );
void ExtractFilePath( const char *path, char *dest );
void ExtractFileBase( const char *path, char *dest );
void ExtractFileExtension( const char *path, char *dest );
int ParseNum (const char *str);
short BigShort (short l);
short LittleShort (short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
char *COM_Parse (char *data);
extern char com_token[1024];
extern qboolean com_eof;
char *copystring(const char *s);
void CRC_Init(unsigned short *crcvalue);
void CRC_ProcessByte(unsigned short *crcvalue, byte data);
unsigned short CRC_Value(unsigned short crcvalue);
void CreatePath( const char *path );
void QCopyFile( const char *from, const char *to );
extern qboolean archive;
extern char archivedir[1024];
extern qboolean verbose;
void qprintf( const char *format, ... );
void _printf( const char *format, ... );
void ExpandWildcards( int *argc, char ***argv );
// for compression routines
typedef struct
{
void *data;
int count, width, height;
} cblock_t;
#endif
/*
===========================================================================
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
===========================================================================
*/
// cmdlib.h
#ifndef __CMDLIB__
#define __CMDLIB__
#ifdef _WIN32
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4305) // truncate from double to float
#pragma check_stack(off)
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <errno.h>
#include <ctype.h>
#include <time.h>
#include <stdarg.h>
#ifdef _WIN32
#pragma intrinsic( memset, memcpy )
#endif
#ifndef __BYTEBOOL__
#define __BYTEBOOL__
typedef enum { qfalse, qtrue } qboolean;
typedef unsigned char byte;
#endif
#define MAX_OS_PATH 1024
#define MEM_BLOCKSIZE 4096
// the dec offsetof macro doesnt work very well...
#define myoffsetof(type,identifier) ((size_t)&((type *)0)->identifier)
// set these before calling CheckParm
extern int myargc;
extern char **myargv;
char *strupr (char *in);
char *strlower (char *in);
int Q_strncasecmp( const char *s1, const char *s2, int n );
int Q_stricmp( const char *s1, const char *s2 );
void Q_getwd( char *out );
int Q_filelength (FILE *f);
int FileTime( const char *path );
void Q_mkdir( const char *path );
extern char qdir[1024];
extern char gamedir[1024];
extern char writedir[1024];
void SetQdirFromPath( const char *path );
char *ExpandArg( const char *path ); // from cmd line
char *ExpandPath( const char *path ); // from scripts
char *ExpandGamePath (const char *path);
char *ExpandPathAndArchive( const char *path );
double I_FloatTime( void );
void Error( const char *error, ... );
int CheckParm( const char *check );
FILE *SafeOpenWrite( const char *filename );
FILE *SafeOpenRead( const char *filename );
void SafeRead (FILE *f, void *buffer, int count);
void SafeWrite (FILE *f, const void *buffer, int count);
int LoadFile( const char *filename, void **bufferptr );
int LoadFileBlock( const char *filename, void **bufferptr );
int TryLoadFile( const char *filename, void **bufferptr );
void SaveFile( const char *filename, const void *buffer, int count );
qboolean FileExists( const char *filename );
void DefaultExtension( char *path, const char *extension );
void DefaultPath( char *path, const char *basepath );
void StripFilename( char *path );
void StripExtension( char *path );
void ExtractFilePath( const char *path, char *dest );
void ExtractFileBase( const char *path, char *dest );
void ExtractFileExtension( const char *path, char *dest );
int ParseNum (const char *str);
short BigShort (short l);
short LittleShort (short l);
int BigLong (int l);
int LittleLong (int l);
float BigFloat (float l);
float LittleFloat (float l);
char *COM_Parse (char *data);
extern char com_token[1024];
extern qboolean com_eof;
char *copystring(const char *s);
void CRC_Init(unsigned short *crcvalue);
void CRC_ProcessByte(unsigned short *crcvalue, byte data);
unsigned short CRC_Value(unsigned short crcvalue);
void CreatePath( const char *path );
void QCopyFile( const char *from, const char *to );
extern qboolean archive;
extern char archivedir[1024];
extern qboolean verbose;
void qprintf( const char *format, ... );
void _printf( const char *format, ... );
void ExpandWildcards( int *argc, char ***argv );
// for compression routines
typedef struct
{
void *data;
int count, width, height;
} cblock_t;
#endif

62
q3asm/lib.txt Normal file → Executable file
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@ -1,31 +1,31 @@
strlen
strcasecmp
tolower
strcat
strncpy
strcmp
strcpy
strchr
vsprintf
memcpy
memset
rand
atoi
atof
abs
floor
fabs
tan
atan
sqrt
log
cos
sin
atan2
strlen
strcasecmp
tolower
strcat
strncpy
strcmp
strcpy
strchr
vsprintf
memcpy
memset
rand
atoi
atof
abs
floor
fabs
tan
atan
sqrt
log
cos
sin
atan2

188
q3asm/mathlib.h Normal file → Executable file
View file

@ -1,94 +1,94 @@
/*
===========================================================================
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 __MATHLIB__
#define __MATHLIB__
// mathlib.h
#include <math.h>
#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec2_t[3];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
#define SIDE_FRONT 0
#define SIDE_ON 2
#define SIDE_BACK 1
#define SIDE_CROSS -2
#define Q_PI 3.14159265358979323846
#define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI )
extern vec3_t vec3_origin;
#define EQUAL_EPSILON 0.001
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 );
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
#define VectorScale(a,b,c) {c[0]=b*a[0];c[1]=b*a[1];c[2]=b*a[2];}
#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
#define VectorNegate(x) {x[0]=-x[0];x[1]=-x[1];x[2]=-x[2];}
void Vec10Copy( vec_t *in, vec_t *out );
vec_t Q_rint (vec_t in);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void _VectorScale (vec3_t v, vec_t scale, vec3_t out);
double VectorLength( const vec3_t v );
void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize( const vec3_t in, vec3_t out );
vec_t ColorNormalize( const vec3_t in, vec3_t out );
void VectorInverse (vec3_t v);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void NormalToLatLong( const vec3_t normal, byte bytes[2] );
int PlaneTypeForNormal (vec3_t normal);
#endif
/*
===========================================================================
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 __MATHLIB__
#define __MATHLIB__
// mathlib.h
#include <math.h>
#ifdef DOUBLEVEC_T
typedef double vec_t;
#else
typedef float vec_t;
#endif
typedef vec_t vec2_t[3];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
#define SIDE_FRONT 0
#define SIDE_ON 2
#define SIDE_BACK 1
#define SIDE_CROSS -2
#define Q_PI 3.14159265358979323846
#define DEG2RAD( a ) ( ( (a) * Q_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( (a) * 180.0f ) / Q_PI )
extern vec3_t vec3_origin;
#define EQUAL_EPSILON 0.001
// plane types are used to speed some tests
// 0-2 are axial planes
#define PLANE_X 0
#define PLANE_Y 1
#define PLANE_Z 2
#define PLANE_NON_AXIAL 3
qboolean VectorCompare( const vec3_t v1, const vec3_t v2 );
#define DotProduct(x,y) (x[0]*y[0]+x[1]*y[1]+x[2]*y[2])
#define VectorSubtract(a,b,c) {c[0]=a[0]-b[0];c[1]=a[1]-b[1];c[2]=a[2]-b[2];}
#define VectorAdd(a,b,c) {c[0]=a[0]+b[0];c[1]=a[1]+b[1];c[2]=a[2]+b[2];}
#define VectorCopy(a,b) {b[0]=a[0];b[1]=a[1];b[2]=a[2];}
#define VectorScale(a,b,c) {c[0]=b*a[0];c[1]=b*a[1];c[2]=b*a[2];}
#define VectorClear(x) {x[0] = x[1] = x[2] = 0;}
#define VectorNegate(x) {x[0]=-x[0];x[1]=-x[1];x[2]=-x[2];}
void Vec10Copy( vec_t *in, vec_t *out );
vec_t Q_rint (vec_t in);
vec_t _DotProduct (vec3_t v1, vec3_t v2);
void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out);
void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out);
void _VectorCopy (vec3_t in, vec3_t out);
void _VectorScale (vec3_t v, vec_t scale, vec3_t out);
double VectorLength( const vec3_t v );
void VectorMA( const vec3_t va, double scale, const vec3_t vb, vec3_t vc );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize( const vec3_t in, vec3_t out );
vec_t ColorNormalize( const vec3_t in, vec3_t out );
void VectorInverse (vec3_t v);
void ClearBounds (vec3_t mins, vec3_t maxs);
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void NormalToLatLong( const vec3_t normal, byte bytes[2] );
int PlaneTypeForNormal (vec3_t normal);
#endif

32
q3asm/notes.txt Normal file → Executable file
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@ -1,16 +1,16 @@
don't do any paramter conversion (double to float, etc)
Why?
Security.
Portability.
It may be more aproachable.
can still use regular dlls for development purposes
lcc
q3asm
don't do any paramter conversion (double to float, etc)
Why?
Security.
Portability.
It may be more aproachable.
can still use regular dlls for development purposes
lcc
q3asm

264
q3asm/ops.txt Normal file → Executable file
View file

@ -1,132 +1,132 @@
CNSTF,
CNSTI,
CNSTP,
CNSTU,
ARGB,
ARGF,
ARGI,
ARGP,
ARGU,
ASGNB,
ASGNF,
ASGNI,
ASGNP,
ASGNU,
INDIRB,
INDIRF,
INDIRI,
INDIRP,
INDIRU,
CVFF,
CVFI,
CVIF,
CVII,
CVIU,
CVPU,
CVUI,
CVUP,
CVUU,
NEGF,
NEGI,
CALLB,
CALLF,
CALLI,
CALLP,
CALLU,
CALLV,
RETF,
RETI,
RETP,
RETU,
RETV,
ADDRGP,
ADDRFP,
ADDRLP,
ADDF,
ADDI,
ADDP,
ADDU,
SUBF,
SUBI,
SUBP,
SUBU,
LSHI,
LSHU,
MODI,
MODU,
RSHI,
RSHU,
BANDI,
BANDU,
BCOMI,
BCOMU,
BORI,
BORU,
BXORI,
BXORU,
DIVF,
DIVI,
DIVU,
MULF,
MULI,
MULU,
EQF,
EQI,
EQU,
GEF,
GEI,
GEU,
GTF,
GTI,
GTU,
LEF,
LEI,
LEU,
LTF,
LTI,
LTU,
NEF,
NEI,
NEU,
JUMPV,
LABELV,
LOADB,
LOADF,
LOADI,
LOADP,
LOADU,
CNSTF,
CNSTI,
CNSTP,
CNSTU,
ARGB,
ARGF,
ARGI,
ARGP,
ARGU,
ASGNB,
ASGNF,
ASGNI,
ASGNP,
ASGNU,
INDIRB,
INDIRF,
INDIRI,
INDIRP,
INDIRU,
CVFF,
CVFI,
CVIF,
CVII,
CVIU,
CVPU,
CVUI,
CVUP,
CVUU,
NEGF,
NEGI,
CALLB,
CALLF,
CALLI,
CALLP,
CALLU,
CALLV,
RETF,
RETI,
RETP,
RETU,
RETV,
ADDRGP,
ADDRFP,
ADDRLP,
ADDF,
ADDI,
ADDP,
ADDU,
SUBF,
SUBI,
SUBP,
SUBU,
LSHI,
LSHU,
MODI,
MODU,
RSHI,
RSHU,
BANDI,
BANDU,
BCOMI,
BCOMU,
BORI,
BORU,
BXORI,
BXORU,
DIVF,
DIVI,
DIVU,
MULF,
MULI,
MULU,
EQF,
EQI,
EQU,
GEF,
GEI,
GEU,
GTF,
GTI,
GTU,
LEF,
LEI,
LEU,
LTF,
LTI,
LTU,
NEF,
NEI,
NEU,
JUMPV,
LABELV,
LOADB,
LOADF,
LOADI,
LOADP,
LOADU,

350
q3asm/opstrings.h Normal file → Executable file
View file

@ -1,175 +1,175 @@
/*
===========================================================================
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
===========================================================================
*/
{ "BREAK", OP_BREAK },
{ "CNSTF4", OP_CONST },
{ "CNSTI4", OP_CONST },
{ "CNSTP4", OP_CONST },
{ "CNSTU4", OP_CONST },
{ "CNSTI2", OP_CONST },
{ "CNSTU2", OP_CONST },
{ "CNSTI1", OP_CONST },
{ "CNSTU1", OP_CONST },
//{ "ARGB", OP_ARG },
//{ "ARGF", OP_ARG },
//{ "ARGI", OP_ARG },
//{ "ARGP", OP_ARG },
//{ "ARGU", OP_ARG },
{ "ASGNB", OP_BLOCK_COPY },
{ "ASGNF4", OP_STORE4 },
{ "ASGNI4", OP_STORE4 },
{ "ASGNP4", OP_STORE4 },
{ "ASGNU4", OP_STORE4 },
{ "ASGNI2", OP_STORE2 },
{ "ASGNU2", OP_STORE2 },
{ "ASGNI1", OP_STORE1 },
{ "ASGNU1", OP_STORE1 },
{ "INDIRB", OP_IGNORE }, // block copy deals with this
{ "INDIRF4", OP_LOAD4 },
{ "INDIRI4", OP_LOAD4 },
{ "INDIRP4", OP_LOAD4 },
{ "INDIRU4", OP_LOAD4 },
{ "INDIRI2", OP_LOAD2 },
{ "INDIRU2", OP_LOAD2 },
{ "INDIRI1", OP_LOAD1 },
{ "INDIRU1", OP_LOAD1 },
{ "CVFF4", OP_UNDEF },
{ "CVFI4", OP_CVFI },
{ "CVIF4", OP_CVIF },
{ "CVII4", OP_SEX8 }, // will be either SEX8 or SEX16
{ "CVII1", OP_IGNORE },
{ "CVII2", OP_IGNORE },
{ "CVIU4", OP_IGNORE },
{ "CVPU4", OP_IGNORE },
{ "CVUI4", OP_IGNORE },
{ "CVUP4", OP_IGNORE },
{ "CVUU4", OP_IGNORE },
{ "CVUU1", OP_IGNORE },
{ "NEGF4", OP_NEGF },
{ "NEGI4", OP_NEGI },
//{ "CALLB", OP_UNDEF },
//{ "CALLF", OP_UNDEF },
//{ "CALLI", OP_UNDEF },
//{ "CALLP", OP_UNDEF },
//{ "CALLU", OP_UNDEF },
//{ "CALLV", OP_CALL },
//{ "RETF", OP_UNDEF },
//{ "RETI", OP_UNDEF },
//{ "RETP", OP_UNDEF },
//{ "RETU", OP_UNDEF },
//{ "RETV", OP_UNDEF },
{ "ADDRGP4", OP_CONST },
//{ "ADDRFP", OP_PARM },
//{ "ADDRLP", OP_LOCAL },
{ "ADDF4", OP_ADDF },
{ "ADDI4", OP_ADD },
{ "ADDP4", OP_ADD },
{ "ADDP", OP_ADD },
{ "ADDU4", OP_ADD },
{ "SUBF4", OP_SUBF },
{ "SUBI4", OP_SUB },
{ "SUBP4", OP_SUB },
{ "SUBU4", OP_SUB },
{ "LSHI4", OP_LSH },
{ "LSHU4", OP_LSH },
{ "MODI4", OP_MODI },
{ "MODU4", OP_MODU },
{ "RSHI4", OP_RSHI },
{ "RSHU4", OP_RSHU },
{ "BANDI4", OP_BAND },
{ "BANDU4", OP_BAND },
{ "BCOMI4", OP_BCOM },
{ "BCOMU4", OP_BCOM },
{ "BORI4", OP_BOR },
{ "BORU4", OP_BOR },
{ "BXORI4", OP_BXOR },
{ "BXORU4", OP_BXOR },
{ "DIVF4", OP_DIVF },
{ "DIVI4", OP_DIVI },
{ "DIVU4", OP_DIVU },
{ "MULF4", OP_MULF },
{ "MULI4", OP_MULI },
{ "MULU4", OP_MULU },
{ "EQF4", OP_EQF },
{ "EQI4", OP_EQ },
{ "EQU4", OP_EQ },
{ "GEF4", OP_GEF },
{ "GEI4", OP_GEI },
{ "GEU4", OP_GEU },
{ "GTF4", OP_GTF },
{ "GTI4", OP_GTI },
{ "GTU4", OP_GTU },
{ "LEF4", OP_LEF },
{ "LEI4", OP_LEI },
{ "LEU4", OP_LEU },
{ "LTF4", OP_LTF },
{ "LTI4", OP_LTI },
{ "LTU4", OP_LTU },
{ "NEF4", OP_NEF },
{ "NEI4", OP_NE },
{ "NEU4", OP_NE },
{ "JUMPV", OP_JUMP },
{ "LOADB4", OP_UNDEF },
{ "LOADF4", OP_UNDEF },
{ "LOADI4", OP_UNDEF },
{ "LOADP4", OP_UNDEF },
{ "LOADU4", OP_UNDEF },
/*
===========================================================================
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
===========================================================================
*/
{ "BREAK", OP_BREAK },
{ "CNSTF4", OP_CONST },
{ "CNSTI4", OP_CONST },
{ "CNSTP4", OP_CONST },
{ "CNSTU4", OP_CONST },
{ "CNSTI2", OP_CONST },
{ "CNSTU2", OP_CONST },
{ "CNSTI1", OP_CONST },
{ "CNSTU1", OP_CONST },
//{ "ARGB", OP_ARG },
//{ "ARGF", OP_ARG },
//{ "ARGI", OP_ARG },
//{ "ARGP", OP_ARG },
//{ "ARGU", OP_ARG },
{ "ASGNB", OP_BLOCK_COPY },
{ "ASGNF4", OP_STORE4 },
{ "ASGNI4", OP_STORE4 },
{ "ASGNP4", OP_STORE4 },
{ "ASGNU4", OP_STORE4 },
{ "ASGNI2", OP_STORE2 },
{ "ASGNU2", OP_STORE2 },
{ "ASGNI1", OP_STORE1 },
{ "ASGNU1", OP_STORE1 },
{ "INDIRB", OP_IGNORE }, // block copy deals with this
{ "INDIRF4", OP_LOAD4 },
{ "INDIRI4", OP_LOAD4 },
{ "INDIRP4", OP_LOAD4 },
{ "INDIRU4", OP_LOAD4 },
{ "INDIRI2", OP_LOAD2 },
{ "INDIRU2", OP_LOAD2 },
{ "INDIRI1", OP_LOAD1 },
{ "INDIRU1", OP_LOAD1 },
{ "CVFF4", OP_UNDEF },
{ "CVFI4", OP_CVFI },
{ "CVIF4", OP_CVIF },
{ "CVII4", OP_SEX8 }, // will be either SEX8 or SEX16
{ "CVII1", OP_IGNORE },
{ "CVII2", OP_IGNORE },
{ "CVIU4", OP_IGNORE },
{ "CVPU4", OP_IGNORE },
{ "CVUI4", OP_IGNORE },
{ "CVUP4", OP_IGNORE },
{ "CVUU4", OP_IGNORE },
{ "CVUU1", OP_IGNORE },
{ "NEGF4", OP_NEGF },
{ "NEGI4", OP_NEGI },
//{ "CALLB", OP_UNDEF },
//{ "CALLF", OP_UNDEF },
//{ "CALLI", OP_UNDEF },
//{ "CALLP", OP_UNDEF },
//{ "CALLU", OP_UNDEF },
//{ "CALLV", OP_CALL },
//{ "RETF", OP_UNDEF },
//{ "RETI", OP_UNDEF },
//{ "RETP", OP_UNDEF },
//{ "RETU", OP_UNDEF },
//{ "RETV", OP_UNDEF },
{ "ADDRGP4", OP_CONST },
//{ "ADDRFP", OP_PARM },
//{ "ADDRLP", OP_LOCAL },
{ "ADDF4", OP_ADDF },
{ "ADDI4", OP_ADD },
{ "ADDP4", OP_ADD },
{ "ADDP", OP_ADD },
{ "ADDU4", OP_ADD },
{ "SUBF4", OP_SUBF },
{ "SUBI4", OP_SUB },
{ "SUBP4", OP_SUB },
{ "SUBU4", OP_SUB },
{ "LSHI4", OP_LSH },
{ "LSHU4", OP_LSH },
{ "MODI4", OP_MODI },
{ "MODU4", OP_MODU },
{ "RSHI4", OP_RSHI },
{ "RSHU4", OP_RSHU },
{ "BANDI4", OP_BAND },
{ "BANDU4", OP_BAND },
{ "BCOMI4", OP_BCOM },
{ "BCOMU4", OP_BCOM },
{ "BORI4", OP_BOR },
{ "BORU4", OP_BOR },
{ "BXORI4", OP_BXOR },
{ "BXORU4", OP_BXOR },
{ "DIVF4", OP_DIVF },
{ "DIVI4", OP_DIVI },
{ "DIVU4", OP_DIVU },
{ "MULF4", OP_MULF },
{ "MULI4", OP_MULI },
{ "MULU4", OP_MULU },
{ "EQF4", OP_EQF },
{ "EQI4", OP_EQ },
{ "EQU4", OP_EQ },
{ "GEF4", OP_GEF },
{ "GEI4", OP_GEI },
{ "GEU4", OP_GEU },
{ "GTF4", OP_GTF },
{ "GTI4", OP_GTI },
{ "GTU4", OP_GTU },
{ "LEF4", OP_LEF },
{ "LEI4", OP_LEI },
{ "LEU4", OP_LEU },
{ "LTF4", OP_LTF },
{ "LTI4", OP_LTI },
{ "LTU4", OP_LTU },
{ "NEF4", OP_NEF },
{ "NEI4", OP_NE },
{ "NEU4", OP_NE },
{ "JUMPV", OP_JUMP },
{ "LOADB4", OP_UNDEF },
{ "LOADF4", OP_UNDEF },
{ "LOADI4", OP_UNDEF },
{ "LOADP4", OP_UNDEF },
{ "LOADU4", OP_UNDEF },

2094
q3asm/q3asm.c Normal file → Executable file

File diff suppressed because it is too large Load diff

56
q3asm/q3asm.sln Normal file → Executable file
View file

@ -1,28 +1,28 @@
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "q3asm", "q3asm.vcproj", "{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SourceCodeControl) = preSolution
SccNumberOfProjects = 1
SccProjectUniqueName0 = q3asm.vcproj
SccProjectName0 = \u0022$/source/q3asm\u0022,\u0020YUCAAAAA
SccLocalPath0 = .
SccProvider0 = MSSCCI:Perforce\u0020SCM
EndGlobalSection
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Release = Release
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Debug.ActiveCfg = Debug|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Debug.Build.0 = Debug|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Release.ActiveCfg = Release|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Release.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal
Microsoft Visual Studio Solution File, Format Version 8.00
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "q3asm", "q3asm.vcproj", "{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}"
ProjectSection(ProjectDependencies) = postProject
EndProjectSection
EndProject
Global
GlobalSection(SourceCodeControl) = preSolution
SccNumberOfProjects = 1
SccProjectUniqueName0 = q3asm.vcproj
SccProjectName0 = \u0022$/source/q3asm\u0022,\u0020YUCAAAAA
SccLocalPath0 = .
SccProvider0 = MSSCCI:Perforce\u0020SCM
EndGlobalSection
GlobalSection(SolutionConfiguration) = preSolution
Debug = Debug
Release = Release
EndGlobalSection
GlobalSection(ProjectConfiguration) = postSolution
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Debug.ActiveCfg = Debug|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Debug.Build.0 = Debug|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Release.ActiveCfg = Release|Win32
{E0D6B319-6F95-4ABA-9BE0-5454CAA5C8CD}.Release.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
EndGlobalSection
GlobalSection(ExtensibilityAddIns) = postSolution
EndGlobalSection
EndGlobal

390
q3asm/q3asm.vcproj Normal file → Executable file
View file

@ -1,195 +1,195 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="q3asm"
SccProjectName="&quot;$/source/q3asm&quot;, YUCAAAAA"
SccLocalPath=".">
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<Platform
Name="Win32"/>
</Platforms>
<Configurations>
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Name="Release|Win32"
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ConfigurationType="1"
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Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="../common"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
StringPooling="TRUE"
RuntimeLibrary="4"
EnableFunctionLevelLinking="TRUE"
UsePrecompiledHeader="2"
PrecompiledHeaderFile=".\Release/q3asm.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="TRUE"
CompileAs="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Release/q3asm.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
ProgramDatabaseFile=".\Release/q3asm.pdb"
SubSystem="1"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Release/q3asm.tlb"
HeaderFileName=""/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
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ATLMinimizesCRunTimeLibraryUsage="FALSE"
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<Tool
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AdditionalIncludeDirectories="../common"
PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
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RuntimeLibrary="5"
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PrecompiledHeaderFile=".\Debug/q3asm.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="4"
CompileAs="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Debug/q3asm.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile=".\Debug/q3asm.pdb"
SubSystem="1"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Debug/q3asm.tlb"
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<Tool
Name="VCPostBuildEventTool"/>
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Name="VCPreLinkEventTool"/>
<Tool
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PreprocessorDefinitions="_DEBUG"
Culture="1033"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
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Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
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<File
RelativePath="cmdlib.c">
<FileConfiguration
Name="Release|Win32">
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</File>
<File
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</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl">
<File
RelativePath="..\common\cmdlib.h">
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe">
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="q3asm"
SccProjectName="&quot;$/source/q3asm&quot;, YUCAAAAA"
SccLocalPath=".">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Release|Win32"
OutputDirectory=".\Release"
IntermediateDirectory=".\Release"
ConfigurationType="1"
UseOfMFC="0"
ATLMinimizesCRunTimeLibraryUsage="FALSE"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
InlineFunctionExpansion="1"
AdditionalIncludeDirectories="../common"
PreprocessorDefinitions="WIN32;NDEBUG;_CONSOLE"
StringPooling="TRUE"
RuntimeLibrary="4"
EnableFunctionLevelLinking="TRUE"
UsePrecompiledHeader="2"
PrecompiledHeaderFile=".\Release/q3asm.pch"
AssemblerListingLocation=".\Release/"
ObjectFile=".\Release/"
ProgramDataBaseFileName=".\Release/"
WarningLevel="3"
SuppressStartupBanner="TRUE"
CompileAs="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Release/q3asm.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
ProgramDatabaseFile=".\Release/q3asm.pdb"
SubSystem="1"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Release/q3asm.tlb"
HeaderFileName=""/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="NDEBUG"
Culture="1033"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Debug|Win32"
OutputDirectory=".\Debug"
IntermediateDirectory=".\Debug"
ConfigurationType="1"
UseOfMFC="0"
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<Tool
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PreprocessorDefinitions="WIN32;_DEBUG;_CONSOLE"
BasicRuntimeChecks="3"
RuntimeLibrary="5"
UsePrecompiledHeader="2"
PrecompiledHeaderFile=".\Debug/q3asm.pch"
AssemblerListingLocation=".\Debug/"
ObjectFile=".\Debug/"
ProgramDataBaseFileName=".\Debug/"
WarningLevel="3"
SuppressStartupBanner="TRUE"
DebugInformationFormat="4"
CompileAs="0"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile=".\Debug/q3asm.exe"
LinkIncremental="2"
SuppressStartupBanner="TRUE"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile=".\Debug/q3asm.pdb"
SubSystem="1"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"
TypeLibraryName=".\Debug/q3asm.tlb"
HeaderFileName=""/>
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Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"
PreprocessorDefinitions="_DEBUG"
Culture="1033"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<Filter
Name="Source Files"
Filter="cpp;c;cxx;rc;def;r;odl;idl;hpj;bat">
<File
RelativePath="cmdlib.c">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BasicRuntimeChecks="3"/>
</FileConfiguration>
</File>
<File
RelativePath="q3asm.c">
<FileConfiguration
Name="Release|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="2"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""/>
</FileConfiguration>
<FileConfiguration
Name="Debug|Win32">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories=""
PreprocessorDefinitions=""
BasicRuntimeChecks="3"/>
</FileConfiguration>
</File>
</Filter>
<Filter
Name="Header Files"
Filter="h;hpp;hxx;hm;inl">
<File
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</File>
</Filter>
<Filter
Name="Resource Files"
Filter="ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe">
</Filter>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

970
q3asm/qfiles.h Normal file → Executable file
View file

@ -1,485 +1,485 @@
/*
===========================================================================
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 1000
#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
// the maximum size of game reletive pathnames
#define MAX_QPATH 64
/*
========================================================================
QVM files
========================================================================
*/
#define VM_MAGIC 0x12721444
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
} vmHeader_t;
/*
========================================================================
PCX files are used for 8 bit images
========================================================================
*/
typedef struct {
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin,ymin,xmax,ymax;
unsigned short hres,vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_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 {
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
char name[16];
} md3Frame_t;
typedef struct md3Tag_s {
char name[MAX_QPATH]; // tag name
vec3_t origin;
vec3_t axis[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[MAX_QPATH]; // 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[MAX_QPATH];
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[MAX_QPATH]; // 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;
/*
==============================================================================
MD4 file format
==============================================================================
*/
#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD4_VERSION 1
#define MD4_MAX_BONES 128
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} md4Weight_t;
typedef struct {
vec3_t normal;
vec2_t texCoords;
int numWeights;
md4Weight_t weights[1]; // variable sized
} md4Vertex_t;
typedef struct {
int indexes[3];
} md4Triangle_t;
typedef struct {
int ident;
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int ofsHeader; // this will be a negative number
int numVerts;
int ofsVerts;
int numTriangles;
int ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
int numBoneReferences;
int ofsBoneReferences;
int ofsEnd; // next surface follows
} md4Surface_t;
typedef struct {
float matrix[3][4];
} md4Bone_t;
typedef struct {
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
char name[16];
md4Bone_t bones[1]; // [numBones]
} md4Frame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} md4LOD_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // md4Frame_t[numFrames]
// each level of detail has completely separate sets of surfaces
int numLODs;
int ofsLODs;
int ofsEnd; // end of file
} md4Header_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 0x40000
#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 0x20000
#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
//=============================================================================
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[MAX_QPATH];
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[MAX_QPATH];
int brushNum;
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;
typedef struct {
vec3_t xyz;
float st[2];
float lightmap[2];
vec3_t normal;
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;
vec3_t lightmapOrigin;
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
int patchWidth;
int patchHeight;
} dsurface_t;
#endif
/*
===========================================================================
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 1000
#define SHADER_MAX_INDEXES (6*SHADER_MAX_VERTEXES)
// the maximum size of game reletive pathnames
#define MAX_QPATH 64
/*
========================================================================
QVM files
========================================================================
*/
#define VM_MAGIC 0x12721444
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
} vmHeader_t;
/*
========================================================================
PCX files are used for 8 bit images
========================================================================
*/
typedef struct {
char manufacturer;
char version;
char encoding;
char bits_per_pixel;
unsigned short xmin,ymin,xmax,ymax;
unsigned short hres,vres;
unsigned char palette[48];
char reserved;
char color_planes;
unsigned short bytes_per_line;
unsigned short palette_type;
char filler[58];
unsigned char data; // unbounded
} pcx_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 {
vec3_t bounds[2];
vec3_t localOrigin;
float radius;
char name[16];
} md3Frame_t;
typedef struct md3Tag_s {
char name[MAX_QPATH]; // tag name
vec3_t origin;
vec3_t axis[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[MAX_QPATH]; // 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[MAX_QPATH];
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[MAX_QPATH]; // 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;
/*
==============================================================================
MD4 file format
==============================================================================
*/
#define MD4_IDENT (('4'<<24)+('P'<<16)+('D'<<8)+'I')
#define MD4_VERSION 1
#define MD4_MAX_BONES 128
typedef struct {
int boneIndex; // these are indexes into the boneReferences,
float boneWeight; // not the global per-frame bone list
vec3_t offset;
} md4Weight_t;
typedef struct {
vec3_t normal;
vec2_t texCoords;
int numWeights;
md4Weight_t weights[1]; // variable sized
} md4Vertex_t;
typedef struct {
int indexes[3];
} md4Triangle_t;
typedef struct {
int ident;
char name[MAX_QPATH]; // polyset name
char shader[MAX_QPATH];
int shaderIndex; // for in-game use
int ofsHeader; // this will be a negative number
int numVerts;
int ofsVerts;
int numTriangles;
int ofsTriangles;
// Bone references are a set of ints representing all the bones
// present in any vertex weights for this surface. This is
// needed because a model may have surfaces that need to be
// drawn at different sort times, and we don't want to have
// to re-interpolate all the bones for each surface.
int numBoneReferences;
int ofsBoneReferences;
int ofsEnd; // next surface follows
} md4Surface_t;
typedef struct {
float matrix[3][4];
} md4Bone_t;
typedef struct {
vec3_t bounds[2]; // bounds of all surfaces of all LOD's for this frame
vec3_t localOrigin; // midpoint of bounds, used for sphere cull
float radius; // dist from localOrigin to corner
char name[16];
md4Bone_t bones[1]; // [numBones]
} md4Frame_t;
typedef struct {
int numSurfaces;
int ofsSurfaces; // first surface, others follow
int ofsEnd; // next lod follows
} md4LOD_t;
typedef struct {
int ident;
int version;
char name[MAX_QPATH]; // model name
// frames and bones are shared by all levels of detail
int numFrames;
int numBones;
int ofsFrames; // md4Frame_t[numFrames]
// each level of detail has completely separate sets of surfaces
int numLODs;
int ofsLODs;
int ofsEnd; // end of file
} md4Header_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 0x40000
#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 0x20000
#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
//=============================================================================
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[MAX_QPATH];
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[MAX_QPATH];
int brushNum;
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;
typedef struct {
vec3_t xyz;
float st[2];
float lightmap[2];
vec3_t normal;
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;
vec3_t lightmapOrigin;
vec3_t lightmapVecs[3]; // for patches, [0] and [1] are lodbounds
int patchWidth;
int patchHeight;
} dsurface_t;
#endif