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DoomRTX/neo/engine/idlib/MapFile.h
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2026-05-09 22:10:40 -07:00

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/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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<idMapBrushSide*> 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<idMapPrimitive*> 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<idMapEntity*> entities;
idStr name;
bool hasPrimitiveData;
#ifdef QUAKE4
idList<idMapEntity*> 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__ */