COM Map Asset

From COD Engine Research

The com_map (believed to be "common map") appears to be dedicated to holding light data for the primary lights around the map. This asset is part of the D3DBSP system produced by Radiant so it has existed on every Call of Duty game so far.

Call of Duty 4 & Modern Warfare 2 & 3 & Ghosts

struct ComPrimaryLight
{
  char type;
  char canUseShadowMap;
  char exponent;
  char unused;
  float color[3];
  float dir[3];
#if defined(MW3) || defined(Ghosts)
  float up[3];
#endif
  float origin[3];
  float radius;
  float cosHalfFovOuter;
  float cosHalfFovInner;
  float cosHalfFovExpanded;
  float rotationLimit;
  float translationLimit;
#if defined(MW3) || defined(Ghosts)
  float cucRotationOffsetRad;
  float cucRotationSpeedRad;
  float cucScrollVector[2];
  float cucScaleVector[2];
  float cucTransVector[2];
#endif
  const char *defName;
};

struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
};

World at War & Black Ops 1

Note that "waterCells" and "burnableCells" were added in World at War and most likely left over in Black Ops 1, as they were subsequently removed in Black Ops 2. Also there is 0x10 unknown bytes before each cell entry, believed to be cell information.

struct ComPrimaryLight
{
  char type;
  char canUseShadowMap;
  char exponent;
  char priority;
  __int16 cullDist;
  char _pad[2];
  float color[3];
  float dir[3];
  float origin[3];
  float radius;
  float cosHalfFovOuter;
  float cosHalfFovInner;
  float cosHalfFovExpanded;
  float rotationLimit;
  float translationLimit;
#ifdef BO1
  float mipDistance;
  float diffuseColor[4];
  float specularColor[4];
  float attenuation[4];
  float falloff[4];
  float angle[4];
  float aAbB[4];
  float cookieControl0[4];
  float cookieControl1[4];
  float cookieControl2[4];
#endif
  const char *defName;
};

struct ComWaterHeader
{
  int minx;
  int miny;
  int maxx;
  int maxy;
};

struct ComWaterCell
{
  __int16 waterheight;
  char flooroffset;
  char shoredist;
  char color[4];
};

struct ComBurnableHeader
{
  int minx;
  int miny;
  int maxx;
  int maxy;
};

struct ComBurnableSample
{
  char state;
};

struct ComBurnableCell
{
  int x;
  int y;
  ComBurnableSample (*data)[0x20];
};

struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
  ComWaterHeader waterHeader;
  unsigned int numWaterCells;
  ComWaterCell *waterCells; //Size = waterCellCount << 3
  ComBurnableHeader burnableHeader;
  unsigned int numBurnableCells;
  ComBurnableCell *burnableCells;
};

Black Ops 2 & 3

struct ComPrimaryLight
{
  char type;
  char canUseShadowMap;
  char exponent;
  char priority;
  __int16 cullDist;
  char useCookie;
  char shadowmapVolume;
  vec3_t color;
  vec3_t dir;
  vec3_t origin;
  float radius;
  float cosHalfFovOuter;
  float cosHalfFovInner;
  float cosHalfFovExpanded;
  float rotationLimit;
  float translationLimit;
  float mipDistance;
  float dAttenuation;
  float roundness;
  vec4_t diffuseColor;
  vec4_t falloff;
  vec4_t angle;
  vec4_t aAbB;
  vec4_t cookieControl[3];
  const char *defName;
};

#ifdef BO3 //These definitions are new to BO3
typedef char ComLightTriggerData[0x14];

struct ComLightExploder {
  int unknown;
  unsigned int lightTriggerDataCount;
  ComLightTriggerData * lightTriggerData;
};

typedef char ComProbeTriggerData[0x24];

struct ComProbeExploder {
  int unknown;
  unsigned int probeTriggerDataCount;
  ComProbeTriggerData * probeTriggerData;
};

typedef char ComUmbraVolume[0x18];
typedef char ComUmbraTomeGate[0x4];

struct ComUmbraTome {
  char * name; //double check
       unsigned int unknownVolumeCount1;
       ComUmbraVolume * unknownVolumeArray1;
       unsigned int unknownVolumeCount2;
       ComUmbraVolume * unknownVolumeArray2;
       char unknown[0xC];
  unsigned int tomeGateCount;
  ComUmbraTomeGate * tomeGates;
};

struct ComUmbraGate {
  char * name; //double check
  int unknown;
};
#endif

struct ComWorld
{
  const char *name;
  int isInUse;
  unsigned int primaryLightCount;
  ComPrimaryLight *primaryLights;
#ifdef BO3 //Up to this point, BO3 hasn't changed anything. Umbra has clearly expanded on lighting elements in maps for BO3.
  unsigned int lightExploderCount;
  ComLightExploder * lightExploders;
       unsigned int unknownUnsignedIntArrayCount1;
       unsigned int * unknownUnsignedIntArray1;
       unsigned int unknownUnsignedIntArrayCount2;
       unsigned int * unknownUnsignedIntArray2;
  unsigned int probeExploderCount;
  ComProbeExploder * probeExploders;
       unsigned int unknownTomeArrayCount1;
       ComUmbraTome * unknownTomeArray1;
       unsigned int unknownTomeArrayCount2;
       ComUmbraTome * unknownTomeArray2;
  unsigned int gateCount;
  ComUmbraGate * gates;
#endif
};