/* =========================================================================== IceTech GPL Source Code Copyright (C) 2026 Justin Marshall This file is part of the IceTech GPL Source Code (?IceTech Source Code?). IceTech 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 3 of the License, or (at your option) any later version. IceTech 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 IceTech Source Code. If not, see . In addition, the IceTech Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IceTech Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing Justin Marshall, justinmarshall20@gmail.com =========================================================================== */ #ifndef __MAPFILE_H__ #define __MAPFILE_H__ /* =============================================================================== Reads or writes the contents of .map files into a standard internal format, which can then be moved into private formats for collision detection, map processing, or editor use. No validation (duplicate planes, null area brushes, etc) is performed. There are no limits to the number of any of the elements in maps. The order of entities, brushes, and sides is maintained. =============================================================================== */ const int OLD_MAP_VERSION = 1; #ifdef QUAKE4 const int CURRENT_MAP_VERSION = 3; #else const int CURRENT_MAP_VERSION = 2; #endif const int DEFAULT_CURVE_SUBDIVISION = 4; const float DEFAULT_CURVE_MAX_ERROR = 4.0f; const float DEFAULT_CURVE_MAX_ERROR_CD = 24.0f; const float DEFAULT_CURVE_MAX_LENGTH = -1.0f; const float DEFAULT_CURVE_MAX_LENGTH_CD = -1.0f; class idMapPrimitive { public: enum { TYPE_INVALID = -1, TYPE_BRUSH, TYPE_PATCH }; idDict epairs; idMapPrimitive(void) { type = TYPE_INVALID; } virtual ~idMapPrimitive(void) {} int GetType(void) const { return type; } #ifdef QUAKE4 // Quake 4 keeps func_group primitive data intact until Resolve(), then adjusts origins there. virtual void AdjustOrigin(idVec3& delta) {} #endif protected: int type; }; class idMapBrushSide { friend class idMapBrush; public: idMapBrushSide(void); ~idMapBrushSide(void) {} const char* GetMaterial(void) const { return material; } void SetMaterial(const char* p) { material = p; } const idPlane& GetPlane(void) const { return plane; } void SetPlane(const idPlane& p) { plane = p; } void SetTextureMatrix(const idVec3 mat[2]) { texMat[0] = mat[0]; texMat[1] = mat[1]; } void GetTextureMatrix(idVec3& mat1, idVec3& mat2) { mat1 = texMat[0]; mat2 = texMat[1]; } void GetTextureVectors(idVec4 v[2]) const; protected: idStr material; idPlane plane; idVec3 texMat[2]; idVec3 origin; }; ID_INLINE idMapBrushSide::idMapBrushSide(void) { plane.Zero(); texMat[0].Zero(); texMat[1].Zero(); origin.Zero(); } class idMapBrush : public idMapPrimitive { public: idMapBrush(void) { type = TYPE_BRUSH; sides.Resize(8, 4); } ~idMapBrush(void) { sides.DeleteContents(true); } #ifdef QUAKE4 static idMapBrush* Parse(Lexer& src, const idVec3& origin, bool newFormat = true, int version = CURRENT_MAP_VERSION); static idMapBrush* ParseQ3(Lexer& src, const idVec3& origin); #else static idMapBrush* Parse(idLexer& src, const idVec3& origin, bool newFormat = true, float version = CURRENT_MAP_VERSION); static idMapBrush* ParseQ3(idLexer& src, const idVec3& origin); #endif bool Write(idFile* fp, int primitiveNum, const idVec3& origin) const; int GetNumSides(void) const { return sides.Num(); } int AddSide(idMapBrushSide* side) { return sides.Append(side); } idMapBrushSide* GetSide(int i) const { return sides[i]; } unsigned int GetGeometryCRC(void) const; #ifdef QUAKE4 virtual void AdjustOrigin(idVec3& delta); #endif protected: int numSides; idList sides; }; class idMapPatch : public idMapPrimitive, public idSurface_Patch { public: idMapPatch(void); idMapPatch(int maxPatchWidth, int maxPatchHeight); ~idMapPatch(void) {} #ifdef QUAKE4 static idMapPatch* Parse(Lexer& src, const idVec3& origin, bool patchDef3 = true, int version = CURRENT_MAP_VERSION); #else static idMapPatch* Parse(idLexer& src, const idVec3& origin, bool patchDef3 = true, float version = CURRENT_MAP_VERSION); #endif bool Write(idFile* fp, int primitiveNum, const idVec3& origin) const; const char* GetMaterial(void) const { return material; } void SetMaterial(const char* p) { material = p; } int GetHorzSubdivisions(void) const { return horzSubdivisions; } int GetVertSubdivisions(void) const { return vertSubdivisions; } bool GetExplicitlySubdivided(void) const { return explicitSubdivisions; } void SetHorzSubdivisions(int n) { horzSubdivisions = n; } void SetVertSubdivisions(int n) { vertSubdivisions = n; } void SetExplicitlySubdivided(bool b) { explicitSubdivisions = b; } unsigned int GetGeometryCRC(void) const; #ifdef QUAKE4 virtual void AdjustOrigin(idVec3& delta); #endif protected: idStr material; int horzSubdivisions; int vertSubdivisions; bool explicitSubdivisions; }; ID_INLINE idMapPatch::idMapPatch(void) { type = TYPE_PATCH; horzSubdivisions = vertSubdivisions = 0; explicitSubdivisions = false; width = height = 0; maxWidth = maxHeight = 0; expanded = false; } ID_INLINE idMapPatch::idMapPatch(int maxPatchWidth, int maxPatchHeight) { type = TYPE_PATCH; horzSubdivisions = vertSubdivisions = 0; explicitSubdivisions = false; width = height = 0; maxWidth = maxPatchWidth; maxHeight = maxPatchHeight; verts.SetNum(maxWidth * maxHeight); expanded = false; } class idMapEntity { friend class idMapFile; public: idDict epairs; public: idMapEntity(void) { epairs.SetHashSize(64); } ~idMapEntity(void) { primitives.DeleteContents(true); } #ifdef QUAKE4 static idMapEntity* Parse(Lexer& src, bool worldSpawn = false, int version = CURRENT_MAP_VERSION); #else static idMapEntity* Parse(idLexer& src, bool worldSpawn = false, float version = CURRENT_MAP_VERSION); #endif bool Write(idFile* fp, int entityNum) const; int GetNumPrimitives(void) const { return primitives.Num(); } idMapPrimitive* GetPrimitive(int i) const { return primitives[i]; } void AddPrimitive(idMapPrimitive* p) { primitives.Append(p); } unsigned int GetGeometryCRC(void) const; void RemovePrimitiveData(); protected: idList primitives; }; class idMapFile { public: idMapFile(void); #ifdef QUAKE4 ~idMapFile(void); #else ~idMapFile(void) { entities.DeleteContents(true); } #endif // filename does not require an extension // normally this will use a .reg file instead of a .map file if it exists, // which is what the game and dmap want, but the editor will want to always // load a .map file bool Parse(const char* filename, bool ignoreRegion = false, bool osPath = false); #ifdef QUAKE4 void Resolve(void); bool HasBeenResloved(void) const { return mHasBeenResolved; } bool HasBeenResolved(void) const { return mHasBeenResolved; } bool Write(const char* fileName, const char* ext, bool fromBasePath = true, bool exportOnly = false); #else bool Write(const char* fileName, const char* ext, bool fromBasePath = true); #endif // get the number of entities in the map int GetNumEntities(void) const { return entities.Num(); } // get the specified entity idMapEntity* GetEntity(int i) const { return entities[i]; } // get the name without file extension const char* GetName(void) const { return name; } // get the file time #ifdef QUAKE4 unsigned int GetFileTime(void) const { return fileTime; } #else ID_TIME_T GetFileTime(void) const { return fileTime; } #endif // get CRC for the map geometry // texture coordinates and entity key/value pairs are not taken into account unsigned int GetGeometryCRC(void) const { return geometryCRC; } // returns true if the file on disk changed bool NeedsReload(); int AddEntity(idMapEntity* mapentity); idMapEntity* FindEntity(const char* name); void RemoveEntity(idMapEntity* mapEnt); void RemoveEntities(const char* classname); void RemoveAllEntities(); void RemovePrimitiveData(); bool HasPrimitiveData() { return hasPrimitiveData; } #ifdef QUAKE4 bool WriteExport(const char* fileName, bool fromBasePath = true); bool ParseExport(const char* filename, bool osPath = false); bool HasExportEntities(void) const { return mHasExportEntities; } #endif protected: #ifdef QUAKE4 int version; unsigned int fileTime; #else float version; ID_TIME_T fileTime; #endif unsigned int geometryCRC; idList entities; idStr name; bool hasPrimitiveData; #ifdef QUAKE4 idList mExportEntities; bool mHasExportEntities; bool mHasFuncGroups; bool mHasBeenResolved; #endif private: void SetGeometryCRC(void); }; ID_INLINE idMapFile::idMapFile(void) { version = CURRENT_MAP_VERSION; fileTime = 0; geometryCRC = 0; entities.Resize(1024, 256); hasPrimitiveData = false; #ifdef QUAKE4 mHasExportEntities = false; mHasFuncGroups = false; mHasBeenResolved = false; #endif } #endif /* !__MAPFILE_H__ */