diff options
author | tcmal <me@aria.rip> | 2024-08-25 17:44:20 +0100 |
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committer | tcmal <me@aria.rip> | 2024-08-25 17:44:20 +0100 |
commit | d076d3a6fd484e298915cd85609ba9706abacc87 (patch) | |
tree | 0d74395ff54e56fd54cab35ec0f27254e8306822 /stockton-levels/src/traits/textures.rs | |
parent | 5dc6c64394d1e0a09c882b88ecb2b8f04f9e5b22 (diff) |
refactor(all): move stockton-bsp to this repo and start using traits
Diffstat (limited to 'stockton-levels/src/traits/textures.rs')
-rw-r--r-- | stockton-levels/src/traits/textures.rs | 149 |
1 files changed, 149 insertions, 0 deletions
diff --git a/stockton-levels/src/traits/textures.rs b/stockton-levels/src/traits/textures.rs new file mode 100644 index 0000000..d1a2a83 --- /dev/null +++ b/stockton-levels/src/traits/textures.rs @@ -0,0 +1,149 @@ +// Copyright (C) Oscar Shrimpton 2019 + +// This program 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. + +// This program 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 this program. If not, see <http://www.gnu.org/licenses/>. + +use std::iter::Iterator; + +#[derive(Debug, Clone, PartialEq)] +/// A texture from a BSP File. +pub struct Texture { + pub name: String, + pub surface: SurfaceFlags, + pub contents: ContentsFlags, +} + + +bitflags!( + /// Extracted from the Q3 arena engine code. + /// https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/surfaceflags.h + pub struct SurfaceFlags: u32 { + /// never give falling damage + const NO_DAMAGE = 0x1; + + /// affects game physics + const SLICK = 0x2; + + /// lighting from environment map + const SKY = 0x4; + + /// don't make missile explosions + const NO_IMPACT = 0x10; + + /// function as a ladder + const LADDER = 0x8; + + /// don't leave missile marks + const NO_MARKS = 0x20; + + /// make flesh sounds and effects + const FLESH = 0x40; + + /// don't generate a drawsurface at all + const NODRAW = 0x80; + + /// make a primary bsp splitter + const HINT = 0x01_00; + + /// completely ignore, allowing non-closed brushes + const SKIP = 0x02_00; + + /// surface doesn't need a lightmap + const NO_LIGHT_MAP = 0x04_00; + + /// generate lighting info at vertexes + const POINT_LIGHT = 0x08_00; + + /// clanking footsteps + const METAL_STEPS = 0x10_00; + + /// no footstep sounds + const NO_STEPS = 0x20_00; + + /// don't collide against curves with this set + const NON_SOLID = 0x40_00; + + /// act as a light filter during q3map -light + const LIGHT_FILTER = 0x80_00; + + /// do per-pixel light shadow casting in q3map + const ALPHA_SHADOW = 0x01_00_00; + + /// don't dlight even if solid (solid lava, skies) + const NO_DLIGHT = 0x02_00_00; + + /// leave a dust trail when walking on this surface + const DUST = 0x04_00_00; + } +); + +bitflags!( + /// Extracted from the Q3 arena engine code. Less documented than `SurfaceFlags`. + /// https://github.com/id-Software/Quake-III-Arena/blob/master/code/game/surfaceflags.h + pub struct ContentsFlags: u32 { + // an eye is never valid in a solid + const SOLID = 0x1; + const LAVA = 0x8; + const SLIME = 0x10; + const WATER = 0x20; + const FOG = 0x40; + + const NOT_TEAM1 = 0x00_80; + const NOT_TEAM2 = 0x01_00; + const NOT_BOT_CLIP = 0x02_00; + + const AREA_PORTAL = 0x80_00; + + /// bot specific contents type + const PLAYER_CLIP = 0x01_00_00; + + /// bot specific contents type + const MONSTER_CLIP = 0x02_00_00; + + const TELEPORTER = 0x04_00_00; + const JUMP_PAD = 0x08_00_00; + const CLUSTER_PORTAL = 0x10_00_00; + const DO_NOT_ENTER = 0x20_00_00; + const BOT_CLIP = 0x40_00_00; + const MOVER = 0x80_00_00; + + // removed before bsping an entity + const ORIGIN = 0x01_00_00_00; + + // should never be on a brush, only in game + const BODY = 0x02_00_00_00; + + /// brush not used for the bsp + const DETAIL = 0x08_00_00_00; + + /// brush not used for the bsp + const CORPSE = 0x04_00_00_00; + + /// brushes used for the bsp + const STRUCTURAL = 0x10_00_00_00; + + /// don't consume surface fragments inside + const TRANSLUCENT = 0x20_00_00_00; + + const TRIGGER = 0x40_00_00_00; + + /// don't leave bodies or items (death fog, lava) + const NODROP = 0x80_00_00_00; + } +); + +pub trait HasTextures<'a> { + type TexturesIter: Iterator<Item = &'a Texture>; + + fn textures_iter(&'a self) -> Self::TexturesIter; +} |