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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP 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 RTCW SP 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 id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __Q_SHARED_H
#define __Q_SHARED_H
// q_splineshared.h -- included first by ALL program modules.
// these are the definitions that have no dependance on
// central system services, and can be used by any part
// of the program without any state issues.
// A user mod should never modify this file
#define Q3_VERSION "DOOM 0.01"
// alignment macros for SIMD
#define ALIGN_ON
#define ALIGN_OFF
#ifdef _WIN32
#pragma warning(disable : 4018) // signed/unsigned mismatch
#pragma warning(disable : 4032)
#pragma warning(disable : 4051)
#pragma warning(disable : 4057) // slightly different base types
#pragma warning(disable : 4100) // unreferenced formal parameter
#pragma warning(disable : 4115)
#pragma warning(disable : 4125) // decimal digit terminates octal escape sequence
#pragma warning(disable : 4127) // conditional expression is constant
#pragma warning(disable : 4136)
#pragma warning(disable : 4201)
#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
#pragma warning(disable : 4305) // truncation from const double to float
#pragma warning(disable : 4310) // cast truncates constant value
#pragma warning(disable : 4514)
#pragma warning(disable : 4711) // selected for automatic inline expansion
#pragma warning(disable : 4220) // varargs matches remaining parameters
#endif
#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#ifdef WIN32 // mac doesn't have malloc.h
#include <malloc.h> // for _alloca()
#endif
#ifdef _WIN32
//#pragma intrinsic( memset, memcpy )
#endif
// this is the define for determining if we have an asm version of a C function
#if ( defined _M_IX86 || defined __i386__ ) && !defined __sun__ && !defined __LCC__
#define id386 1
#else
#define id386 0
#endif
// for windows fastcall option
#define QDECL
//======================= WIN32 DEFINES =================================
#ifdef WIN32
#define MAC_STATIC
#undef QDECL
#define QDECL __cdecl
// buildstring will be incorporated into the version string
#ifdef NDEBUG
#ifdef _M_IX86
#define CPUSTRING "win-x86"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP"
#endif
#else
#ifdef _M_IX86
#define CPUSTRING "win-x86-debug"
#elif defined _M_ALPHA
#define CPUSTRING "win-AXP-debug"
#endif
#endif
#define PATH_SEP '\\'
#endif
//======================= MAC OS X SERVER DEFINES =====================
#if defined( __MACH__ ) && defined( __APPLE__ )
#define MAC_STATIC
#ifdef __ppc__
#define CPUSTRING "MacOSXS-ppc"
#elif defined __i386__
#define CPUSTRING "MacOSXS-i386"
#else
#define CPUSTRING "MacOSXS-other"
#endif
#define PATH_SEP '/'
#define GAME_HARD_LINKED
#define CGAME_HARD_LINKED
#define UI_HARD_LINKED
#define _alloca alloca
#undef ALIGN_ON
#undef ALIGN_OFF
#define ALIGN_ON # pragma align( 16 )
#define ALIGN_OFF # pragma align()
#ifdef __cplusplus
extern "C" {
#endif
void *osxAllocateMemory( long size );
void osxFreeMemory( void *pointer );
#ifdef __cplusplus
}
#endif
#endif
//======================= MAC DEFINES =================================
#ifdef __MACOS__
//DAJ #define MAC_STATIC static
#define MAC_STATIC
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
void Sys_PumpEvents( void );
#endif
#ifdef __MRC__
#define MAC_STATIC
#define CPUSTRING "MacOS-PPC"
#define PATH_SEP ':'
void Sys_PumpEvents( void );
#undef QDECL
#define QDECL __cdecl
#define _alloca alloca
#endif
//======================= LINUX DEFINES =================================
// the mac compiler can't handle >32k of locals, so we
// just waste space and make big arrays static...
#ifdef __linux__
#define MAC_STATIC
#ifdef __i386__
#define CPUSTRING "linux-i386"
#elif defined __axp__
#define CPUSTRING "linux-alpha"
#else
#define CPUSTRING "linux-other"
#endif
#define PATH_SEP '/'
#endif
//=============================================================
typedef enum {qfalse, qtrue} qboolean;
typedef unsigned char byte;
#define EQUAL_EPSILON 0.001
typedef int qhandle_t;
typedef int sfxHandle_t;
typedef int fileHandle_t;
typedef int clipHandle_t;
typedef enum {
INVALID_JOINT = -1
} jointHandle_t;
#ifndef NULL
#define NULL ( (void *)0 )
#endif
#define MAX_QINT 0x7fffffff
#define MIN_QINT ( -MAX_QINT - 1 )
#ifndef max
#define max( x, y ) ( ( ( x ) > ( y ) ) ? ( x ) : ( y ) )
#define min( x, y ) ( ( ( x ) < ( y ) ) ? ( x ) : ( y ) )
#endif
#ifndef sign
#define sign( f ) ( ( f > 0 ) ? 1 : ( ( f < 0 ) ? -1 : 0 ) )
#endif
// angle indexes
#define PITCH 0 // up / down
#define YAW 1 // left / right
#define ROLL 2 // fall over
// the game guarantees that no string from the network will ever
// exceed MAX_STRING_CHARS
#define MAX_STRING_CHARS 1024 // max length of a string passed to Cmd_TokenizeString
#define MAX_STRING_TOKENS 256 // max tokens resulting from Cmd_TokenizeString
#define MAX_TOKEN_CHARS 1024 // max length of an individual token
#define MAX_INFO_STRING 1024
#define MAX_INFO_KEY 1024
#define MAX_INFO_VALUE 1024
#define MAX_QPATH 64 // max length of a quake game pathname
#define MAX_OSPATH 128 // max length of a filesystem pathname
#define MAX_NAME_LENGTH 32 // max length of a client name
// paramters for command buffer stuffing
typedef enum {
EXEC_NOW, // don't return until completed, a VM should NEVER use this,
// because some commands might cause the VM to be unloaded...
EXEC_INSERT, // insert at current position, but don't run yet
EXEC_APPEND // add to end of the command buffer (normal case)
} cbufExec_t;
//
// these aren't needed by any of the VMs. put in another header?
//
#define MAX_MAP_AREA_BYTES 32 // bit vector of area visibility
#undef ERR_FATAL // malloc.h on unix
// parameters to the main Error routine
typedef enum {
ERR_NONE,
ERR_FATAL, // exit the entire game with a popup window
ERR_DROP, // print to console and disconnect from game
ERR_DISCONNECT, // don't kill server
ERR_NEED_CD // pop up the need-cd dialog
} errorParm_t;
// font rendering values used by ui and cgame
#define PROP_GAP_WIDTH 3
#define PROP_SPACE_WIDTH 8
#define PROP_HEIGHT 27
#define PROP_SMALL_SIZE_SCALE 0.75
#define BLINK_DIVISOR 200
#define PULSE_DIVISOR 75
#define UI_LEFT 0x00000000 // default
#define UI_CENTER 0x00000001
#define UI_RIGHT 0x00000002
#define UI_FORMATMASK 0x00000007
#define UI_SMALLFONT 0x00000010
#define UI_BIGFONT 0x00000020 // default
#define UI_GIANTFONT 0x00000040
#define UI_DROPSHADOW 0x00000800
#define UI_BLINK 0x00001000
#define UI_INVERSE 0x00002000
#define UI_PULSE 0x00004000
/*
==============================================================
MATHLIB
==============================================================
*/
#ifdef __cplusplus // so we can include this in C code
#define SIDE_FRONT 0
#define SIDE_BACK 1
#define SIDE_ON 2
#define SIDE_CROSS 3
#define Q_PI 3.14159265358979323846
#ifndef M_PI
#define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
#endif
#include "math_vector.h"
#include "math_angles.h"
#include "math_matrix.h"
#include "math_quaternion.h"
class idVec3; // for defining vectors
typedef idVec3 &vec3_p; // for passing vectors as function arguments
typedef const idVec3 &vec3_c; // for passing vectors as const function arguments
class angles_t; // for defining angle vectors
typedef angles_t &angles_p; // for passing angles as function arguments
typedef const angles_t &angles_c; // for passing angles as const function arguments
class mat3_t; // for defining matrices
typedef mat3_t &mat3_p; // for passing matrices as function arguments
typedef const mat3_t &mat3_c; // for passing matrices as const function arguments
#define NUMVERTEXNORMALS 162
extern idVec3 bytedirs[NUMVERTEXNORMALS];
// all drawing is done to a 640*480 virtual screen size
// and will be automatically scaled to the real resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define TINYCHAR_WIDTH ( SMALLCHAR_WIDTH )
#define TINYCHAR_HEIGHT ( SMALLCHAR_HEIGHT / 2 )
#define SMALLCHAR_WIDTH 8
#define SMALLCHAR_HEIGHT 16
#define BIGCHAR_WIDTH 16
#define BIGCHAR_HEIGHT 16
#define GIANTCHAR_WIDTH 32
#define GIANTCHAR_HEIGHT 48
extern idVec4 colorBlack;
extern idVec4 colorRed;
extern idVec4 colorGreen;
extern idVec4 colorBlue;
extern idVec4 colorYellow;
extern idVec4 colorMagenta;
extern idVec4 colorCyan;
extern idVec4 colorWhite;
extern idVec4 colorLtGrey;
extern idVec4 colorMdGrey;
extern idVec4 colorDkGrey;
#define Q_COLOR_ESCAPE '^'
#define Q_IsColorString( p ) ( p && *( p ) == Q_COLOR_ESCAPE && *( ( p ) + 1 ) && *( ( p ) + 1 ) != Q_COLOR_ESCAPE )
#define COLOR_BLACK '0'
#define COLOR_RED '1'
#define COLOR_GREEN '2'
#define COLOR_YELLOW '3'
#define COLOR_BLUE '4'
#define COLOR_CYAN '5'
#define COLOR_MAGENTA '6'
#define COLOR_WHITE '7'
#define ColorIndex( c ) ( ( ( c ) - '0' ) & 7 )
#define S_COLOR_BLACK "^0"
#define S_COLOR_RED "^1"
#define S_COLOR_GREEN "^2"
#define S_COLOR_YELLOW "^3"
#define S_COLOR_BLUE "^4"
#define S_COLOR_CYAN "^5"
#define S_COLOR_MAGENTA "^6"
#define S_COLOR_WHITE "^7"
extern idVec4 g_color_table[8];
#define MAKERGB( v, r, g, b ) v[0] = r; v[1] = g; v[2] = b
#define MAKERGBA( v, r, g, b, a ) v[0] = r; v[1] = g; v[2] = b; v[3] = a
#define DEG2RAD( a ) ( ( ( a ) * M_PI ) / 180.0F )
#define RAD2DEG( a ) ( ( ( a ) * 180.0f ) / M_PI )
struct cplane_s;
extern idVec3 vec3_origin;
extern idVec4 vec4_origin;
extern mat3_t axisDefault;
#define nanmask ( 255 << 23 )
#define IS_NAN( x ) ( ( ( *(int *)&x ) & nanmask ) == nanmask )
// TTimo
// handy stuff when tracking isnan problems
#ifndef NDEBUG
#define CHECK_NAN( x ) assert( !IS_NAN( x ) )
#define CHECK_NAN_VEC( v ) assert( !IS_NAN( v[0] ) && !IS_NAN( v[1] ) && !IS_NAN( v[2] ) )
#else
#define CHECK_NAN
#define CHECK_NAN_VEC
#endif
float Q_fabs( float f );
float Q_rsqrt( float f ); // reciprocal square root
#define SQRTFAST( x ) ( 1.0f / Q_rsqrt( x ) )
signed char ClampChar( int i );
signed short ClampShort( int i );
// this isn't a real cheap function to call!
int DirToByte( const idVec3 &dir );
void ByteToDir( int b, vec3_p dir );
#define DotProduct( a,b ) ( ( a )[0] * ( b )[0] + ( a )[1] * ( b )[1] + ( a )[2] * ( b )[2] )
#define VectorSubtract( a,b,c ) ( ( c )[0] = ( a )[0] - ( b )[0],( c )[1] = ( a )[1] - ( b )[1],( c )[2] = ( a )[2] - ( b )[2] )
#define VectorAdd( a,b,c ) ( ( c )[0] = ( a )[0] + ( b )[0],( c )[1] = ( a )[1] + ( b )[1],( c )[2] = ( a )[2] + ( b )[2] )
#define VectorCopy( a,b ) ( ( b )[0] = ( a )[0],( b )[1] = ( a )[1],( b )[2] = ( a )[2] )
//#define VectorCopy(a,b) ((b).x=(a).x,(b).y=(a).y,(b).z=(a).z])
#define VectorScale( v, s, o ) ( ( o )[0] = ( v )[0] * ( s ),( o )[1] = ( v )[1] * ( s ),( o )[2] = ( v )[2] * ( s ) )
#define VectorMA( v, s, b, o ) ( ( o )[0] = ( v )[0] + ( b )[0] * ( s ),( o )[1] = ( v )[1] + ( b )[1] * ( s ),( o )[2] = ( v )[2] + ( b )[2] * ( s ) )
#define CrossProduct( a,b,c ) ( ( c )[0] = ( a )[1] * ( b )[2] - ( a )[2] * ( b )[1],( c )[1] = ( a )[2] * ( b )[0] - ( a )[0] * ( b )[2],( c )[2] = ( a )[0] * ( b )[1] - ( a )[1] * ( b )[0] )
#define DotProduct4( x,y ) ( ( x )[0] * ( y )[0] + ( x )[1] * ( y )[1] + ( x )[2] * ( y )[2] + ( x )[3] * ( y )[3] )
#define VectorSubtract4( a,b,c ) ( ( c )[0] = ( a )[0] - ( b )[0],( c )[1] = ( a )[1] - ( b )[1],( c )[2] = ( a )[2] - ( b )[2],( c )[3] = ( a )[3] - ( b )[3] )
#define VectorAdd4( a,b,c ) ( ( c )[0] = ( a )[0] + ( b )[0],( c )[1] = ( a )[1] + ( b )[1],( c )[2] = ( a )[2] + ( b )[2],( c )[3] = ( a )[3] + ( b )[3] )
#define VectorCopy4( a,b ) ( ( b )[0] = ( a )[0],( b )[1] = ( a )[1],( b )[2] = ( a )[2],( b )[3] = ( a )[3] )
#define VectorScale4( v, s, o ) ( ( o )[0] = ( v )[0] * ( s ),( o )[1] = ( v )[1] * ( s ),( o )[2] = ( v )[2] * ( s ),( o )[3] = ( v )[3] * ( s ) )
#define VectorMA4( v, s, b, o ) ( ( o )[0] = ( v )[0] + ( b )[0] * ( s ),( o )[1] = ( v )[1] + ( b )[1] * ( s ),( o )[2] = ( v )[2] + ( b )[2] * ( s ),( o )[3] = ( v )[3] + ( b )[3] * ( s ) )
#define VectorClear( a ) ( ( a )[0] = ( a )[1] = ( a )[2] = 0 )
#define VectorNegate( a,b ) ( ( b )[0] = -( a )[0],( b )[1] = -( a )[1],( b )[2] = -( a )[2] )
#define VectorSet( v, x, y, z ) ( ( v )[0] = ( x ), ( v )[1] = ( y ), ( v )[2] = ( z ) )
#define Vector4Copy( a,b ) ( ( b )[0] = ( a )[0],( b )[1] = ( a )[1],( b )[2] = ( a )[2],( b )[3] = ( a )[3] )
#define SnapVector( v ) {v[0] = (int)v[0]; v[1] = (int)v[1]; v[2] = (int)v[2];}
float NormalizeColor( vec3_c in, vec3_p out );
int VectorCompare( vec3_c v1, vec3_c v2 );
float VectorLength( vec3_c v );
float Distance( vec3_c p1, vec3_c p2 );
float DistanceSquared( vec3_c p1, vec3_c p2 );
float VectorNormalize( vec3_p v ); // returns vector length
void VectorNormalizeFast( vec3_p v ); // does NOT return vector length, uses rsqrt approximation
float VectorNormalize2( vec3_c v, vec3_p out );
void VectorInverse( vec3_p v );
void VectorRotate( vec3_c in, mat3_c matrix, vec3_p out );
void VectorPolar( vec3_p v, float radius, float theta, float phi );
void VectorSnap( vec3_p v );
void Vector53Copy( const idVec5_t &in, vec3_p out );
void Vector5Scale( const idVec5_t &v, float scale, idVec5_t &out );
void Vector5Add( const idVec5_t &va, const idVec5_t &vb, idVec5_t &out );
void VectorRotate3( vec3_c vIn, vec3_c vRotation, vec3_p out );
void VectorRotate3Origin( vec3_c vIn, vec3_c vRotation, vec3_c vOrigin, vec3_p out );
int Q_log2( int val );
int Q_rand( int *seed );
float Q_random( int *seed );
float Q_crandom( int *seed );
#define random() ( ( rand() & 0x7fff ) / ( (float)0x7fff ) )
#define crandom() ( 2.0 * ( random() - 0.5 ) )
float Q_rint( float in );
void vectoangles( vec3_c value1, angles_p angles );
void AnglesToAxis( angles_c angles, mat3_p axis );
void AxisCopy( mat3_c in, mat3_p out );
qboolean AxisRotated( mat3_c in ); // assumes a non-degenerate axis
int SignbitsForNormal( vec3_c normal );
int BoxOnPlaneSide( const Bounds &b, struct cplane_s *p );
float AngleMod( float a );
float LerpAngle( float from, float to, float frac );
float AngleSubtract( float a1, float a2 );
void AnglesSubtract( angles_c v1, angles_c v2, angles_p v3 );
float AngleNormalize360( float angle );
float AngleNormalize180( float angle );
float AngleDelta( float angle1, float angle2 );
qboolean PlaneFromPoints( idVec4 &plane, vec3_c a, vec3_c b, vec3_c c );
void ProjectPointOnPlane( vec3_p dst, vec3_c p, vec3_c normal );
void RotatePointAroundVector( vec3_p dst, vec3_c dir, vec3_c point, float degrees );
void RotateAroundDirection( mat3_p axis, float yaw );
void MakeNormalVectors( vec3_c forward, vec3_p right, vec3_p up );
// perpendicular vector could be replaced by this
int PlaneTypeForNormal( vec3_c normal );
void MatrixMultiply( mat3_c in1, mat3_c in2, mat3_p out );
void MatrixInverseMultiply( mat3_c in1, mat3_c in2, mat3_p out ); // in2 is transposed during multiply
void MatrixTransformVector( vec3_c in, mat3_c matrix, vec3_p out );
void MatrixProjectVector( vec3_c in, mat3_c matrix, vec3_p out ); // Places the vector into a new coordinate system.
void AngleVectors( angles_c angles, vec3_p forward, vec3_p right, vec3_p up );
void PerpendicularVector( vec3_p dst, vec3_c src );
float TriangleArea( vec3_c a, vec3_c b, vec3_c c );
#endif // __cplusplus
//=============================================
float Com_Clamp( float min, float max, float value );
#define FILE_HASH_SIZE 1024
int Com_HashString( const char *fname );
char *Com_SkipPath( char *pathname );
// it is ok for out == in
void Com_StripExtension( const char *in, char *out );
// "extension" should include the dot: ".map"
void Com_DefaultExtension( char *path, int maxSize, const char *extension );
int Com_ParseInfos( const char *buf, int max, char infos[][MAX_INFO_STRING] );
/*
=====================================================================================
SCRIPT PARSING
=====================================================================================
*/
// this just controls the comment printing, it doesn't actually load a file
void Com_BeginParseSession( const char *filename );
void Com_EndParseSession( void );
int Com_GetCurrentParseLine( void );
// Will never return NULL, just empty strings.
// An empty string will only be returned at end of file.
// ParseOnLine will return empty if there isn't another token on this line
// this funny typedef just means a moving pointer into a const char * buffer
const char *Com_Parse( const char *( *data_p ) );
const char *Com_ParseOnLine( const char *( *data_p ) );
const char *Com_ParseRestOfLine( const char *( *data_p ) );
void Com_UngetToken( void );
#ifdef __cplusplus
void Com_MatchToken( const char *( *buf_p ), const char *match, qboolean warning = qfalse );
#else
void Com_MatchToken( const char *( *buf_p ), const char *match, qboolean warning );
#endif
void Com_ScriptError( const char *msg, ... );
void Com_ScriptWarning( const char *msg, ... );
void Com_SkipBracedSection( const char *( *program ) );
void Com_SkipRestOfLine( const char *( *data ) );
float Com_ParseFloat( const char *( *buf_p ) );
int Com_ParseInt( const char *( *buf_p ) );
void Com_Parse1DMatrix( const char *( *buf_p ), int x, float *m );
void Com_Parse2DMatrix( const char *( *buf_p ), int y, int x, float *m );
void Com_Parse3DMatrix( const char *( *buf_p ), int z, int y, int x, float *m );
//=====================================================================================
#ifdef __cplusplus
extern "C" {
#endif
void QDECL Com_sprintf( char *dest, int size, const char *fmt, ... );
// mode parm for FS_FOpenFile
typedef enum {
FS_READ,
FS_WRITE,
FS_APPEND,
FS_APPEND_SYNC
} fsMode_t;
typedef enum {
FS_SEEK_CUR,
FS_SEEK_END,
FS_SEEK_SET
} fsOrigin_t;
//=============================================
int Q_isprint( int c );
int Q_islower( int c );
int Q_isupper( int c );
int Q_isalpha( int c );
// portable case insensitive compare
int Q_stricmp( const char *s1, const char *s2 );
int Q_strncmp( const char *s1, const char *s2, int n );
int Q_stricmpn( const char *s1, const char *s2, int n );
char *Q_strlwr( char *s1 );
char *Q_strupr( char *s1 );
char *Q_strrchr( const char* string, int c );
// buffer size safe library replacements
void Q_strncpyz( char *dest, const char *src, int destsize );
void Q_strcat( char *dest, int size, const char *src );
// strlen that discounts Quake color sequences
int Q_PrintStrlen( const char *string );
// removes color sequences from string
char *Q_CleanStr( char *string );
int Com_Filter( const char *filter, const char *name, int casesensitive );
const char *Com_StringContains( const char *str1, const char *str2, int casesensitive );
//=============================================
short BigShort( short l );
short LittleShort( short l );
int BigLong( int l );
int LittleLong( int l );
float BigFloat( float l );
float LittleFloat( float l );
void Swap_Init( void );
char * QDECL va( char *format, ... );
#ifdef __cplusplus
}
#endif
//=============================================
#ifdef __cplusplus
//
// mapfile parsing
//
typedef struct ePair_s {
char *key;
char *value;
} ePair_t;
typedef struct mapSide_s {
char material[MAX_QPATH];
idVec4 plane;
idVec4 textureVectors[2];
} mapSide_t;
typedef struct {
int numSides;
mapSide_t **sides;
} mapBrush_t;
typedef struct {
idVec3 xyz;
float st[2];
} patchVertex_t;
typedef struct {
char material[MAX_QPATH];
int width, height;
patchVertex_t *patchVerts;
} mapPatch_t;
typedef struct {
char modelName[MAX_QPATH];
float matrix[16];
} mapModel_t;
typedef struct mapPrimitive_s {
int numEpairs;
ePair_t **ePairs;
// only one of these will be non-NULL
mapBrush_t *brush;
mapPatch_t *patch;
mapModel_t *model;
} mapPrimitive_t;
typedef struct mapEntity_s {
int numPrimitives;
mapPrimitive_t **primitives;
int numEpairs;
ePair_t **ePairs;
} mapEntity_t;
typedef struct {
int numEntities;
mapEntity_t **entities;
} mapFile_t;
// the order of entities, brushes, and sides will be maintained, the
// lists won't be swapped on each load or save
mapFile_t *ParseMapFile( const char *text );
void FreeMapFile( mapFile_t *mapFile );
void WriteMapFile( const mapFile_t *mapFile, FILE *f );
// key names are case-insensitive
const char *ValueForMapEntityKey( const mapEntity_t *ent, const char *key );
float FloatForMapEntityKey( const mapEntity_t *ent, const char *key );
qboolean GetVectorForMapEntityKey( const mapEntity_t *ent, const char *key, idVec3 &vec );
typedef struct {
idVec3 xyz;
idVec2 st;
idVec3 normal;
idVec3 tangents[2];
byte smoothing[4]; // colors for silhouette smoothing
} drawVert_t;
typedef struct {
int width, height;
drawVert_t *verts;
} drawVertMesh_t;
// Tesselate a map patch into smoothed, drawable vertexes
// MaxError of around 4 is reasonable
drawVertMesh_t *SubdivideMapPatch( const mapPatch_t *patch, float maxError );
#endif // __cplusplus
//=========================================
#ifdef __cplusplus
extern "C" {
#endif
void QDECL Com_Error( int level, const char *error, ... );
void QDECL Com_Printf( const char *msg, ... );
void QDECL Com_DPrintf( const char *msg, ... );
#ifdef __cplusplus
}
#endif
typedef struct {
qboolean frameMemory;
int currentElements;
int maxElements; // will reallocate and move when exceeded
void **elements;
} growList_t;
// you don't need to init the growlist if you don't mind it growing and moving
// the list as it expands
void Com_InitGrowList( growList_t *list, int maxElements );
int Com_AddToGrowList( growList_t *list, void *data );
void *Com_GrowListElement( const growList_t *list, int index );
int Com_IndexForGrowListElement( const growList_t *list, const void *element );
//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char *( *s ), char key[MAX_INFO_KEY], char value[MAX_INFO_VALUE] );
// get cvar defs, collision defs, etc
//#include "../shared/interface.h"
// get key code numbers for events
//#include "../shared/keycodes.h"
#ifdef __cplusplus
// get the polygon winding functions
//#include "../shared/windings.h"
// get the flags class
//#include "../shared/idflags.h"
#endif // __cplusplus
#endif // __Q_SHARED_H
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