//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines game-specific data
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//

#ifndef GAMEBSPFILE_H
#define GAMEBSPFILE_H

#ifdef _WIN32
#pragma once
#endif


#include "vector.h"
#include "basetypes.h"


//-----------------------------------------------------------------------------
// This enumerations defines all the four-CC codes for the client lump names
//-----------------------------------------------------------------------------
enum
{
	GAMELUMP_DETAIL_PROPS		= 'dprp',
	GAMELUMP_DETAIL_PROP_LIGHTING	= 'dplt',
	GAMELUMP_STATIC_PROPS		= 'sprp',
};

// Versions...
enum
{
	GAMELUMP_DETAIL_PROPS_VERSION	= 4,
	GAMELUMP_DETAIL_PROP_LIGHTING_VERSION	= 0,
	GAMELUMP_STATIC_PROPS_VERSION	= 5,
	GAMELUMP_STATIC_PROP_LIGHTING_VERSION	= 0,
};


//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_DETAIL_PROPS lump
//-----------------------------------------------------------------------------
#define DETAIL_NAME_LENGTH 128

enum DetailPropOrientation_t
{
	DETAIL_PROP_ORIENT_NORMAL = 0,
	DETAIL_PROP_ORIENT_SCREEN_ALIGNED,
	DETAIL_PROP_ORIENT_SCREEN_ALIGNED_VERTICAL,
};

enum DetailPropType_t
{
	DETAIL_PROP_TYPE_MODEL = 0,
	DETAIL_PROP_TYPE_SPRITE,
};


//-----------------------------------------------------------------------------
// Model index when using studiomdls for detail props
//-----------------------------------------------------------------------------
struct DetailObjectDictLump_t
{
	char	m_Name[DETAIL_NAME_LENGTH];		// model name
};


//-----------------------------------------------------------------------------
// Information about the sprite to render
//-----------------------------------------------------------------------------
struct DetailSpriteDictLump_t
{
	// NOTE: All detail prop sprites must lie in the material detail/detailsprites
	Vector2D	m_UL;		// Coordinate of upper left 
	Vector2D	m_LR;		// Coordinate of lower right
	Vector2D	m_TexUL;	// Texcoords of upper left
	Vector2D	m_TexLR;	// Texcoords of lower left
};

struct DetailObjectLump_t
{
	Vector			m_Origin;
	QAngle			m_Angles;
	unsigned short	m_DetailModel;	// either index into DetailObjectDictLump_t or DetailPropSpriteLump_t
	unsigned short	m_Leaf;
	ColorRGBExp32	m_Lighting;
	unsigned int	m_LightStyles; 
	unsigned char	m_LightStyleCount;
	unsigned char	m_Padding[3];	// FIXME: Remove when we rev the detail lump again..
	unsigned char	m_Orientation;	// See DetailPropOrientation_t
	unsigned char	m_Padding2[3];	// FIXME: Remove when we rev the detail lump again..
	unsigned char	m_Type;	// See DetailPropType_t
	unsigned char	m_Padding3[3];	// FIXME: Remove when we rev the detail lump again..
	float			m_flScale;	// For sprites only currently
};


//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_DETAIL_PROP_LIGHTING lump
//-----------------------------------------------------------------------------
struct DetailPropLightstylesLump_t
{
	ColorRGBExp32	m_Lighting;
	unsigned char	m_Style;
};


//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_STATIC_PROPS lump
//-----------------------------------------------------------------------------
enum
{
	STATIC_PROP_NAME_LENGTH  = 128,

	// Flags field
	// These are automatically computed
	STATIC_PROP_FLAG_FADES	= 0x1,
	STATIC_PROP_USE_LIGHTING_ORIGIN	= 0x2,

	// These are set in WC
	STATIC_PROP_NO_SHADOW	= 0x10,
	STATIC_PROP_SCREEN_SPACE_FADE	= 0x20,

	// This mask includes all flags settable in WC
	STATIC_PROP_WC_MASK		= 0x10,
};

struct StaticPropDictLump_t
{
	char	m_Name[STATIC_PROP_NAME_LENGTH];		// model name
};

struct StaticPropLumpV4_t
{
	Vector		m_Origin;
	QAngle		m_Angles;
	unsigned short	m_PropType;
	unsigned short	m_FirstLeaf;
	unsigned short	m_LeafCount;
	unsigned char	m_Solid;
	unsigned char	m_Flags;
	int			m_Skin;
	float		m_FadeMinDist;
	float		m_FadeMaxDist;
	Vector		m_LightingOrigin;
//	int			m_Lighting;			// index into the GAMELUMP_STATIC_PROP_LIGHTING lump
};

struct StaticPropLump_t
{
	Vector		m_Origin;
	QAngle		m_Angles;
	unsigned short	m_PropType;
	unsigned short	m_FirstLeaf;
	unsigned short	m_LeafCount;
	unsigned char	m_Solid;
	unsigned char	m_Flags;
	int			m_Skin;
	float		m_FadeMinDist;
	float		m_FadeMaxDist;
	Vector		m_LightingOrigin;
	float		m_flForcedFadeScale;
//	int			m_Lighting;			// index into the GAMELUMP_STATIC_PROP_LIGHTING lump
};


struct StaticPropLeafLump_t
{
	unsigned short	m_Leaf;
};


//-----------------------------------------------------------------------------
// This is the data associated with the GAMELUMP_STATIC_PROP_LIGHTING lump
//-----------------------------------------------------------------------------
struct StaticPropLightstylesLump_t
{
	ColorRGBExp32	m_Lighting;
};



#endif // GAMEBSPFILE_H