#ifndef __Q_SHARED_H
#define __Q_SHARED_H

// q_shared.h -- included first by ALL program modules.
// A user mod should never modify this file

#define	Q3_VERSION		"Wolf 1.41-MP"
// 1.4-MP : (== 1.34)
// 1.3-MP : final for release
// 1.1b - TTimo SP linux release (+ MP updates)
// 1.1b5 - Mac update merge in

#define NEW_ANIMS
#define	MAX_TEAMNAME	32

// DHM - Nerve
//#define PRE_RELEASE_DEMO

#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	: 4152)		// nonstandard extension, function/data pointer conversion in expression
#pragma warning(disable : 4201)
#pragma warning(disable : 4214)
#pragma warning(disable : 4244)
//#pragma warning(disable	: 4142)		// benign redefinition
#pragma warning(disable : 4305)		// truncation from const double to float
//#pragma warning(disable : 4310)		// cast truncates constant value
//#pragma warning(disable :	4505)		// unreferenced local function has been removed
#pragma warning(disable : 4514)
#pragma warning(disable : 4702)		// unreachable code
#pragma warning(disable : 4711)		// selected for automatic inline expansion
#pragma warning(disable : 4220)		// varargs matches remaining parameters
#endif

#if defined(ppc) || defined(__ppc) || defined(__ppc__) || defined(__POWERPC__)
#define idppc 1 
#endif 

/**********************************************************************
  VM Considerations

  The VM can not use the standard system headers because we aren't really
  using the compiler they were meant for.  We use bg_lib.h which contains
  prototypes for the functions we define for our own use in bg_lib.c.

  When writing mods, please add needed headers HERE, do not start including
  stuff like <stdio.h> in the various .c files that make up each of the VMs
  since you will be including system headers files can will have issues.

  Remember, if you use a C library function that is not defined in bg_lib.c,
  you will have to add your own version for support in the VM.

 **********************************************************************/

#ifdef Q3_VM

#include "bg_lib.h"

#else

#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdarg.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <limits.h>

#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(MACOS_X)

#define MAC_STATIC

#define CPUSTRING	"MacOS_X"

#define	PATH_SEP	'/'

// Vanilla PPC code, but since PPC has a reciprocal square root estimate instruction, 
// runs *much* faster than calling sqrt(). We'll use two Newton-Raphson 
// refinement steps to get bunch more precision in the 1/sqrt() value for very little cost. 
// We'll then multiply 1/sqrt times the original value to get the sqrt. 
// This is about 12.4 times faster than sqrt() and according to my testing (not exhaustive) 
// it returns fairly accurate results (error below 1.0e-5 up to 100000.0 in 0.1 increments). 

static inline float idSqrt(float x) {
    const float half = 0.5;
    const float one = 1.0;
    float B, y0, y1;

    // This'll NaN if it hits frsqrte. Handle both +0.0 and -0.0
    if (fabs(x) == 0.0)
        return x;
    B = x;
    
#ifdef __GNUC__
    asm("frsqrte %0,%1" : "=f" (y0) : "f" (B));
#else
    y0 = __frsqrte(B);
#endif
    /* First refinement step */
    
    y1 = y0 + half*y0*(one - B*y0*y0);
    
    /* Second refinement step -- copy the output of the last step to the input of this step */
    
    y0 = y1;
    y1 = y0 + half*y0*(one - B*y0*y0);
    
    /* Get sqrt(x) from x * 1/sqrt(x) */
    return x * y1;
}
#define sqrt idSqrt


#endif

//======================= MAC DEFINES =================================

#ifdef __MACOS__

#include <MacTypes.h>
#define	MAC_STATIC

#define	CPUSTRING	"MacOS-PPC"

#define	PATH_SEP ':'

void Sys_PumpEvents( void );

#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 unsigned char 		byte;

typedef enum {qfalse, qtrue}	qboolean;

typedef int		qhandle_t;
typedef int		sfxHandle_t;
typedef int		fileHandle_t;
typedef int		clipHandle_t;

//#define	SND_NORMAL			0x000	// (default) Allow sound to be cut off only by the same sound on this channel
#define		SND_OKTOCUT			0x001	// Allow sound to be cut off by any following sounds on this channel
#define		SND_REQUESTCUT		0x002	// Allow sound to be cut off by following sounds on this channel only for sounds who request cutoff
#define		SND_CUTOFF			0x004	// Cut off sounds on this channel that are marked 'SND_REQUESTCUT'
#define		SND_CUTOFF_ALL		0x008	// Cut off all sounds on this channel
#define		SND_NOCUT			0x010	// Don't cut off.  Always let finish (overridden by SND_CUTOFF_ALL)


#ifndef NULL
#define NULL ((void *)0)
#endif

#define	MAX_QINT			0x7fffffff
#define	MIN_QINT			(-MAX_QINT-1)

// TTimo gcc: was missing, added from Q3 source
#ifndef max
#define max( x, y ) ( ( ( x ) > ( y ) ) ? ( x ) : ( y ) )
#define min( x, y ) ( ( ( x ) < ( y ) ) ? ( x ) : ( y ) )
#endif

// angle indexes
#define	PITCH				0		// up / down
#define	YAW					1		// left / right
#define	ROLL				2		// fall over

// RF, this is just here so different elements of the engine can be aware of this setting as it changes
#define	MAX_SP_CLIENTS		64		// increasing this will increase memory usage significantly

// 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 BIG_INFO_STRING		8192	// used for system info key only
#define BIG_INFO_KEY		8192
#define BIG_INFO_VALUE		8192

#define	MAX_QPATH			64		// max length of a quake game pathname
#define	MAX_OSPATH			256		// max length of a filesystem pathname

#define	MAX_NAME_LENGTH		32		// max length of a client name

#define MAX_SAY_TEXT		150

// 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


// print levels from renderer (FIXME: set up for game / cgame?)
typedef enum {
	PRINT_ALL,
	PRINT_DEVELOPER,		// only print when "developer 1"
	PRINT_WARNING,
	PRINT_ERROR
} printParm_t;

#ifdef	ERR_FATAL
#undef	ERR_FATAL				// this is be defined in malloc.h
#endif

// parameters to the main Error routine
typedef enum {
	ERR_FATAL,					// exit the entire game with a popup window
	ERR_DROP,					// print to console and disconnect from game
	ERR_SERVERDISCONNECT,		// don't kill server
	ERR_DISCONNECT,				// client disconnected from the 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
// JOSEPH 10-24-99
#define UI_MENULEFT		0x00008000
#define UI_MENURIGHT	0x00010000
#define UI_EXSMALLFONT	0x00020000
#define UI_MENUFULL		0x00080000
// END JOSEPH

#define UI_SMALLFONT75	0x00100000

#if defined(_DEBUG) && !defined(BSPC)
	#define HUNK_DEBUG
#endif

typedef enum {
	h_high,
	h_low,
	h_dontcare
} ha_pref;

#ifdef HUNK_DEBUG
#define Hunk_Alloc( size, preference )				Hunk_AllocDebug(size, preference, #size, __FILE__, __LINE__)
void *Hunk_AllocDebug( int size, ha_pref preference, char *label, char *file, int line );
#else
void *Hunk_Alloc( int size, ha_pref preference );
#endif

#ifdef __linux__
// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=371
// custom Snd_Memset implementation for glibc memset bug workaround
void Snd_Memset (void* dest, const int val, const size_t count);
#else
#define Snd_Memset Com_Memset
#endif

void Com_Memset (void* dest, const int val, const size_t count);
void Com_Memcpy (void* dest, const void* src, const size_t count);

#define CIN_system	1
#define CIN_loop	2
#define	CIN_hold	4
#define CIN_silent	8
#define CIN_shader	16


/*
==============================================================

MATHLIB

==============================================================
*/


typedef float vec_t;
typedef vec_t vec2_t[2];
typedef vec_t vec3_t[3];
typedef vec_t vec4_t[4];
typedef vec_t vec5_t[5];

typedef	int	fixed4_t;
typedef	int	fixed8_t;
typedef	int	fixed16_t;

#ifndef M_PI
#define M_PI		3.14159265358979323846f	// matches value in gcc v2 math.h
#endif

#define NUMVERTEXNORMALS	162
extern	vec3_t	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	vec4_t		colorBlack;
extern	vec4_t		colorRed;
extern	vec4_t		colorGreen;
extern	vec4_t		colorBlue;
extern	vec4_t		colorYellow;
extern	vec4_t		colorMagenta;
extern	vec4_t		colorCyan;
extern	vec4_t		colorWhite;
extern	vec4_t		colorLtGrey;
extern	vec4_t		colorMdGrey;
extern	vec4_t		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 vec4_t	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	vec3_t	vec3_origin;
extern	vec3_t	axisDefault[3];

#define	nanmask (255<<23)

#define	IS_NAN(x) (((*(int *)&x)&nanmask)==nanmask)

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( vec3_t dir );
void ByteToDir( int b, vec3_t dir );

#if	1

#define DotProduct(x,y)			((x)[0]*(y)[0]+(x)[1]*(y)[1]+(x)[2]*(y)[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	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))

#else

#define DotProduct(x,y)			_DotProduct(x,y)
#define VectorSubtract(a,b,c)	_VectorSubtract(a,b,c)
#define VectorAdd(a,b,c)		_VectorAdd(a,b,c)
#define VectorCopy(a,b)			_VectorCopy(a,b)
#define	VectorScale(v, s, o)	_VectorScale(v,s,o)
#define	VectorMA(v, s, b, o)	_VectorMA(v,s,b,o)

#endif

#ifdef __LCC__
#ifdef VectorCopy
#undef VectorCopy
// this is a little hack to get more efficient copies in our interpreter
typedef struct {
	float	v[3];
} vec3struct_t;
#define VectorCopy(a,b)	*(vec3struct_t *)b=*(vec3struct_t *)a;
#endif
#endif

#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 Vector4Set(v, x, y, z, n)	((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(n))
#define Vector4Copy(a,b)			((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define	Vector4MA(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	Vector4Average(v, b, s, o)	((o)[0]=((v)[0]*(1-(s)))+((b)[0]*(s)),(o)[1]=((v)[1]*(1-(s)))+((b)[1]*(s)),(o)[2]=((v)[2]*(1-(s)))+((b)[2]*(s)),(o)[3]=((v)[3]*(1-(s)))+((b)[3]*(s)))

#define	SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}

// just in case you do't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );
void _VectorSubtract( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorAdd( const vec3_t veca, const vec3_t vecb, vec3_t out );
void _VectorCopy( const vec3_t in, vec3_t out );
void _VectorScale( const vec3_t in, float scale, vec3_t out );
void _VectorMA( const vec3_t veca, float scale, const vec3_t vecb, vec3_t vecc );

unsigned ColorBytes3 (float r, float g, float b);
unsigned ColorBytes4 (float r, float g, float b, float a);

float NormalizeColor( const vec3_t in, vec3_t out );

float RadiusFromBounds( const vec3_t mins, const vec3_t maxs );
void ClearBounds( vec3_t mins, vec3_t maxs );
void AddPointToBounds( const vec3_t v, vec3_t mins, vec3_t maxs );
int VectorCompare( const vec3_t v1, const vec3_t v2 );
vec_t VectorLength( const vec3_t v );
vec_t VectorLengthSquared( const vec3_t v );
vec_t Distance( const vec3_t p1, const vec3_t p2 );
vec_t DistanceSquared( const vec3_t p1, const vec3_t p2 );
void CrossProduct( const vec3_t v1, const vec3_t v2, vec3_t cross );
vec_t VectorNormalize (vec3_t v);		// returns vector length
void VectorNormalizeFast(vec3_t v);		// does NOT return vector length, uses rsqrt approximation
vec_t VectorNormalize2( const vec3_t v, vec3_t out );
void VectorInverse (vec3_t v);
void Vector4Scale( const vec4_t in, vec_t scale, vec4_t out );
void VectorRotate( vec3_t in, vec3_t matrix[3], vec3_t out );
int Q_log2(int val);

float Q_acos(float c);

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))

void vectoangles( const vec3_t value1, vec3_t angles);
float vectoyaw( const vec3_t vec );
void AnglesToAxis( const vec3_t angles, vec3_t axis[3] );
// TTimo: const vec_t ** would require explicit casts for ANSI C conformance
// see unix/const-arg.c
void AxisToAngles( /*const*/ vec3_t axis[3], vec3_t angles );
float VectorDistance(vec3_t v1, vec3_t v2);

void AxisClear( vec3_t axis[3] );
void AxisCopy( vec3_t in[3], vec3_t out[3] );

void SetPlaneSignbits( struct cplane_s *out );
int BoxOnPlaneSide (vec3_t emins, vec3_t emaxs, struct cplane_s *plane);

float	AngleMod(float a);
float	LerpAngle (float from, float to, float frac);
void	LerpPosition( vec3_t start, vec3_t end, float frac, vec3_t out);
float	AngleSubtract( float a1, float a2 );
void	AnglesSubtract( vec3_t v1, vec3_t v2, vec3_t v3 );

float AngleNormalize360 ( float angle );
float AngleNormalize180 ( float angle );
float AngleDelta ( float angle1, float angle2 );

qboolean PlaneFromPoints( vec4_t plane, const vec3_t a, const vec3_t b, const vec3_t c );
void ProjectPointOnPlane( vec3_t dst, const vec3_t p, const vec3_t normal );
void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
void RotateAroundDirection( vec3_t axis[3], float yaw );
void MakeNormalVectors( const vec3_t forward, vec3_t right, vec3_t up );
// perpendicular vector could be replaced by this

int	PlaneTypeForNormal (vec3_t normal);

void MatrixMultiply(float in1[3][3], float in2[3][3], float out[3][3]);
void AngleVectors( const vec3_t angles, vec3_t forward, vec3_t right, vec3_t up);
void PerpendicularVector( vec3_t dst, const vec3_t src );

// Ridah
void GetPerpendicularViewVector( const vec3_t point, const vec3_t p1, const vec3_t p2, vec3_t up );
void ProjectPointOntoVector( vec3_t point, vec3_t vStart, vec3_t vEnd, vec3_t vProj );
// done.

//=============================================

float Com_Clamp( float min, float max, float value );

char	*COM_SkipPath( char *pathname );
void	COM_StripExtension( const char *in, char *out, int destsize );
void	COM_StripFilename(char *in, char *out);
void	COM_DefaultExtension( char *path, int maxSize, const char *extension );

void	COM_BeginParseSession( const char *name );
void	COM_RestoreParseSession( char **data_p );
void	COM_SetCurrentParseLine( int line );
int		COM_GetCurrentParseLine( void );
char	*COM_Parse( char **data_p );
char	*COM_ParseExt( char **data_p, qboolean allowLineBreak );
int		COM_Compress( char *data_p );
void	COM_ParseError( char *format, ... );
void	COM_ParseWarning( char *format, ... );
//int		COM_ParseInfos( char *buf, int max, char infos[][MAX_INFO_STRING] );

qboolean COM_BitCheck( const int array[], int bitNum );
void COM_BitSet( int array[], int bitNum );
void COM_BitClear( int array[], int bitNum );

#define MAX_TOKENLENGTH		1024

#ifndef TT_STRING
//token types
#define TT_STRING					1			// string
#define TT_LITERAL					2			// literal
#define TT_NUMBER					3			// number
#define TT_NAME						4			// name
#define TT_PUNCTUATION				5			// punctuation
#endif

typedef struct pc_token_s
{
	int type;
	int subtype;
	int intvalue;
	float floatvalue;
	char string[MAX_TOKENLENGTH];
} pc_token_t;

// data is an in/out parm, returns a parsed out token

void	COM_MatchToken( char**buf_p, char *match );

void SkipBracedSection (char **program);
void SkipRestOfLine ( char **data );

void Parse1DMatrix (char **buf_p, int x, float *m);
void Parse2DMatrix (char **buf_p, int y, int x, float *m);
void Parse3DMatrix (char **buf_p, int z, int y, int x, float *m);

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 );
// Ridah
int Q_strncasecmp (char *s1, char *s2, int n);
int Q_strcasecmp (char *s1, char *s2);
// done.
// TTimo
// vsnprintf is ISO/IEC 9899:1999
// abstracting this to make it portable
#ifdef WIN32
#define Q_vsnprintf _vsnprintf
#else
// TODO: Mac define?
#define Q_vsnprintf vsnprintf
#endif

//=============================================

// 64-bit integers for global rankings interface
// implemented as a struct for qvm compatibility
typedef struct
{
	byte	b0;
	byte	b1;
	byte	b2;
	byte	b3;
	byte	b4;
	byte	b5;
	byte	b6;
	byte	b7;
} qint64;

//=============================================

short	BigShort(short l);
short	LittleShort(short l);
int		BigLong (int l);
int		LittleLong (int l);
qint64  BigLong64 (qint64 l);
qint64  LittleLong64 (qint64 l);
float	BigFloat (float l);
float	LittleFloat (float l);

void	Swap_Init (void);
char	* QDECL va(char *format, ...);
float	*tv( float x, float y, float z );

//=============================================

//
// key / value info strings
//
char *Info_ValueForKey( const char *s, const char *key );
void Info_RemoveKey( char *s, const char *key );
void Info_RemoveKey_big( char *s, const char *key );
void Info_SetValueForKey( char *s, const char *key, const char *value );
void Info_SetValueForKey_Big( char *s, const char *key, const char *value );
qboolean Info_Validate( const char *s );
void Info_NextPair( const char **s, char *key, char *value );

// this is only here so the functions in q_shared.c and bg_*.c can link
void	QDECL Com_Error( int level, const char *error, ... );
void	QDECL Com_Printf( const char *msg, ... );


/*
==========================================================

CVARS (console variables)

Many variables can be used for cheating purposes, so when
cheats is zero, force all unspecified variables to their
default values.
==========================================================
*/

#define	CVAR_ARCHIVE		1	// set to cause it to be saved to vars.rc
								// used for system variables, not for player
								// specific configurations
#define	CVAR_USERINFO		2	// sent to server on connect or change
#define	CVAR_SERVERINFO		4	// sent in response to front end requests
#define	CVAR_SYSTEMINFO		8	// these cvars will be duplicated on all clients
#define	CVAR_INIT			16	// don't allow change from console at all,
								// but can be set from the command line
#define	CVAR_LATCH			32	// will only change when C code next does
								// a Cvar_Get(), so it can't be changed
								// without proper initialization.  modified
								// will be set, even though the value hasn't
								// changed yet
#define	CVAR_ROM			64	// display only, cannot be set by user at all
#define	CVAR_USER_CREATED	128	// created by a set command
#define	CVAR_TEMP			256	// can be set even when cheats are disabled, but is not archived
#define CVAR_CHEAT			512	// can not be changed if cheats are disabled
#define CVAR_NORESTART		1024	// do not clear when a cvar_restart is issued
#define CVAR_WOLFINFO		2048	// DHM - NERVE :: Like userinfo, but for wolf multiplayer info

// nothing outside the Cvar_*() functions should modify these fields!
typedef struct cvar_s {
	char		*name;
	char		*string;
	char		*resetString;		// cvar_restart will reset to this value
	char		*latchedString;		// for CVAR_LATCH vars
	int			flags;
	qboolean	modified;			// set each time the cvar is changed
	int			modificationCount;	// incremented each time the cvar is changed
	float		value;				// atof( string )
	int			integer;			// atoi( string )
	struct cvar_s *next;
	struct cvar_s *hashNext;
} cvar_t;

#define	MAX_CVAR_VALUE_STRING	256

typedef int	cvarHandle_t;

// the modules that run in the virtual machine can't access the cvar_t directly,
// so they must ask for structured updates
typedef struct {
	cvarHandle_t	handle;
	int			modificationCount;
	float		value;
	int			integer;
	char		string[MAX_CVAR_VALUE_STRING];
} vmCvar_t;

/*
==============================================================

COLLISION DETECTION

==============================================================
*/

#include "surfaceflags.h"			// shared with the q3map utility

// plane types are used to speed some tests
// 0-2 are axial planes
#define	PLANE_X			0
#define	PLANE_Y			1
#define	PLANE_Z			2
#define	PLANE_NON_AXIAL	3


/*
=================
PlaneTypeForNormal
=================
*/

#define PlaneTypeForNormal(x) (x[0] == 1.0 ? PLANE_X : (x[1] == 1.0 ? PLANE_Y : (x[2] == 1.0 ? PLANE_Z : PLANE_NON_AXIAL) ) )

// plane_t structure
// !!! if this is changed, it must be changed in asm code too !!!
typedef struct cplane_s {
	vec3_t	normal;
	float	dist;
	byte	type;			// for fast side tests: 0,1,2 = axial, 3 = nonaxial
	byte	signbits;		// signx + (signy<<1) + (signz<<2), used as lookup during collision
	byte	pad[2];
} cplane_t;


// a trace is returned when a box is swept through the world
typedef struct {
	qboolean	allsolid;	// if true, plane is not valid
	qboolean	startsolid;	// if true, the initial point was in a solid area
	float		fraction;	// time completed, 1.0 = didn't hit anything
	vec3_t		endpos;		// final position
	cplane_t	plane;		// surface normal at impact, transformed to world space
	int			surfaceFlags;	// surface hit
	int			contents;	// contents on other side of surface hit
	int			entityNum;	// entity the contacted sirface is a part of
} trace_t;

// trace->entityNum can also be 0 to (MAX_GENTITIES-1)
// or ENTITYNUM_NONE, ENTITYNUM_WORLD


// markfragments are returned by CM_MarkFragments()
typedef struct {
	int		firstPoint;
	int		numPoints;
} markFragment_t;



typedef struct {
	vec3_t		origin;
	vec3_t		axis[3];
} orientation_t;

//=====================================================================


// in order from highest priority to lowest
// if none of the catchers are active, bound key strings will be executed
#define KEYCATCH_CONSOLE		0x0001
#define	KEYCATCH_UI					0x0002
#define	KEYCATCH_MESSAGE		0x0004
#define	KEYCATCH_CGAME			0x0008


// sound channels
// channel 0 never willingly overrides
// other channels will allways override a playing sound on that channel
typedef enum {
	CHAN_AUTO,
	CHAN_LOCAL,		// menu sounds, etc
	CHAN_WEAPON,
	CHAN_VOICE,
	CHAN_ITEM,
	CHAN_BODY,
	CHAN_LOCAL_SOUND,	// chat messages, etc
	CHAN_ANNOUNCER		// announcer voices, etc
} soundChannel_t;


/*
========================================================================

  ELEMENTS COMMUNICATED ACROSS THE NET

========================================================================
*/
#define	ANIM_BITS		10

#define	ANGLE2SHORT(x)	((int)((x)*65536/360) & 65535)
#define	SHORT2ANGLE(x)	((x)*(360.0/65536))

#define	SNAPFLAG_RATE_DELAYED	1
#define	SNAPFLAG_NOT_ACTIVE		2	// snapshot used during connection and for zombies
#define SNAPFLAG_SERVERCOUNT	4	// toggled every map_restart so transitions can be detected

//
// per-level limits
//
#define	MAX_CLIENTS			64 // JPW NERVE back to q3ta default was 128		// absolute limit
#define MAX_LOCATIONS		64

#define	GENTITYNUM_BITS		10	// JPW NERVE put q3ta default back for testing	// don't need to send any more
//#define	GENTITYNUM_BITS		11		// don't need to send any more		(SA) upped 4/21/2001 adjusted: tr_local.h (802-822), tr_main.c (1501), sv_snapshot (206)
#define	MAX_GENTITIES		(1<<GENTITYNUM_BITS)

// entitynums are communicated with GENTITY_BITS, so any reserved
// values thatare going to be communcated over the net need to
// also be in this range
#define	ENTITYNUM_NONE		(MAX_GENTITIES-1)
#define	ENTITYNUM_WORLD		(MAX_GENTITIES-2)
#define	ENTITYNUM_MAX_NORMAL	(MAX_GENTITIES-2)


#define	MAX_MODELS			256		// these are sent over the net as 8 bits
#define	MAX_SOUNDS			256		// so they cannot be blindly increased


#define MAX_PARTICLES_AREAS		128

#define MAX_MULTI_SPAWNTARGETS	16 // JPW NERVE

//#define	MAX_CONFIGSTRINGS	1024
#define	MAX_CONFIGSTRINGS	2048

#define MAX_DLIGHT_CONFIGSTRINGS	128
#define MAX_CLIPBOARD_CONFIGSTRINGS	64
#define MAX_SPLINE_CONFIGSTRINGS	64

#define PARTICLE_SNOW128	1
#define PARTICLE_SNOW64		2
#define PARTICLE_SNOW32		3
#define PARTICLE_SNOW256	0

#define PARTICLE_BUBBLE8	4
#define PARTICLE_BUBBLE16	5
#define	PARTICLE_BUBBLE32	6
#define PARTICLE_BUBBLE64	7

// these are the only configstrings that the system reserves, all the
// other ones are strictly for servergame to clientgame communication
#define	CS_SERVERINFO		0		// an info string with all the serverinfo cvars
#define	CS_SYSTEMINFO		1		// an info string for server system to client system configuration (timescale, etc)

#define	RESERVED_CONFIGSTRINGS	2	// game can't modify below this, only the system can

#define	MAX_GAMESTATE_CHARS	16000
typedef struct {
	int			stringOffsets[MAX_CONFIGSTRINGS];
	char		stringData[MAX_GAMESTATE_CHARS];
	int			dataCount;
} gameState_t;

#define	REF_FORCE_DLIGHT	(1<<31)	// RF, passed in through overdraw parameter, force this dlight under all conditions
#define	REF_JUNIOR_DLIGHT	(1<<30)	// (SA) this dlight does not light surfaces.  it only affects dynamic light grid

//=========================================================
// shared by AI and animation scripting
//
typedef enum
{
  // TTimo gcc: enums don't go <=0 unless you force a value
  AISTATE_NULL = -1,
	AISTATE_RELAXED,
	AISTATE_QUERY,
	AISTATE_ALERT,
	AISTATE_COMBAT,

	MAX_AISTATES
} aistateEnum_t;

//=========================================================


// weapon grouping
#define MAX_WEAP_BANKS		12
#define MAX_WEAPS_IN_BANK	3
// JPW NERVE
#define MAX_WEAPS_IN_BANK_MP	8
#define MAX_WEAP_BANKS_MP	7
// jpw
#define MAX_WEAP_ALTS		WP_DYNAMITE2


// bit field limits
#define	MAX_STATS				16
#define	MAX_PERSISTANT			16
#define	MAX_POWERUPS			16
#define	MAX_WEAPONS				64	// (SA) and yet more!

// Ridah, increased this
//#define	MAX_PS_EVENTS			2
// ACK: I'd really like to make this 4, but that seems to cause network problems
#define	MAX_EVENTS				4	// max events per frame before we drop events
//#define	MAX_EVENTS				2	// max events per frame before we drop events


#define PS_PMOVEFRAMECOUNTBITS	6

// playerState_t is the information needed by both the client and server
// to predict player motion and actions
// nothing outside of pmove should modify these, or some degree of prediction error
// will occur

// you can't add anything to this without modifying the code in msg.c

// playerState_t is a full superset of entityState_t as it is used by players,
// so if a playerState_t is transmitted, the entityState_t can be fully derived
// from it.
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)
typedef struct playerState_s {
	int			commandTime;	// cmd->serverTime of last executed command
	int			pm_type;
	int			bobCycle;		// for view bobbing and footstep generation
	int			pm_flags;		// ducked, jump_held, etc
	int			pm_time;

	vec3_t		origin;
	vec3_t		velocity;
	int			weaponTime;
	int			weaponDelay;	// for weapons that don't fire immediately when 'fire' is hit (grenades, venom, ...)
	int			grenadeTimeLeft;	// for delayed grenade throwing.  this is set to a #define for grenade
									// lifetime when the attack button goes down, then when attack is released
									// this is the amount of time left before the grenade goes off (or if it
									// gets to 0 while in players hand, it explodes)


	int			gravity;
	float		leanf;			// amount of 'lean' when player is looking around corner //----(SA)	added
	
	int			speed;
	int			delta_angles[3];	// add to command angles to get view direction
									// changed by spawns, rotating objects, and teleporters

	int			groundEntityNum;// ENTITYNUM_NONE = in air

	int			legsTimer;		// don't change low priority animations until this runs out
	int			legsAnim;		// mask off ANIM_TOGGLEBIT

	int			torsoTimer;		// don't change low priority animations until this runs out
	int			torsoAnim;		// mask off ANIM_TOGGLEBIT

	int			movementDir;	// a number 0 to 7 that represents the reletive angle
								// of movement to the view angle (axial and diagonals)
								// when at rest, the value will remain unchanged
								// used to twist the legs during strafing



	int			eFlags;			// copied to entityState_t->eFlags

	int			eventSequence;	// pmove generated events
	int			events[MAX_EVENTS];
	int			eventParms[MAX_EVENTS];
	int			oldEventSequence;	// so we can see which events have been added since we last converted to entityState_t

	int			externalEvent;	// events set on player from another source
	int			externalEventParm;
	int			externalEventTime;

	int			clientNum;		// ranges from 0 to MAX_CLIENTS-1

	// weapon info
	int			weapon;			// copied to entityState_t->weapon
	int			weaponstate;

	// item info
	int			item;

	vec3_t		viewangles;		// for fixed views
	int			viewheight;

	// damage feedback
	int			damageEvent;	// when it changes, latch the other parms
	int			damageYaw;
	int			damagePitch;
	int			damageCount;

	int			stats[MAX_STATS];
	int			persistant[MAX_PERSISTANT];	// stats that aren't cleared on death
	int			powerups[MAX_POWERUPS];	// level.time that the powerup runs out
	int			ammo[MAX_WEAPONS];		// total amount of ammo
	int			ammoclip[MAX_WEAPONS];	// ammo in clip
	int			holdable[16];
	int			holding;				// the current item in holdable[] that is selected (held)
	int			weapons[MAX_WEAPONS/(sizeof(int)*8)];	// 64 bits for weapons held

	// Ridah, allow for individual bounding boxes
	vec3_t		mins, maxs;
	float		crouchMaxZ;
	float		crouchViewHeight, standViewHeight, deadViewHeight;
	// variable movement speed
	float		runSpeedScale, sprintSpeedScale, crouchSpeedScale;
	// done.

	// Ridah, view locking for mg42
	int			viewlocked;
	int			viewlocked_entNum;

	// Ridah, need this to fix friction problems with slow zombie's whereby
	// the friction prevents them from accelerating to their full potential
	float		friction;

	// Ridah, AI character id is used for weapon association
	int			aiChar;
	int			teamNum;

	// Rafael 
	int			gunfx;

	// RF, burning effect is required for view blending effect
	int			onFireStart;

	int			serverCursorHint;		// what type of cursor hint the server is dictating
	int			serverCursorHintVal;	// a value (0-255) associated with the above

	trace_t		serverCursorHintTrace;	// not communicated over net, but used to store the current server-side cursorhint trace

	// ----------------------------------------------------------------------
	// not communicated over the net at all
	// FIXME: this doesn't get saved between predicted frames on the clients-side (cg.predictedPlayerState)
	// So to use persistent variables here, which don't need to come from the server,
	// we could use a marker variable, and use that to store everything after it
	// before we read in the new values for the predictedPlayerState, then restore them
	// after copying the structure recieved from the server.

	// (SA) yeah.  this is causing me a little bit of trouble too.  can we go ahead with the above suggestion or find an alternative?

	int			ping;			// server to game info for scoreboard
	int			pmove_framecount;	// FIXME: don't transmit over the network
	int			entityEventSequence;

	int			sprintTime;
	int			sprintExertTime;

	// JPW NERVE -- value for all multiplayer classes with regenerating "class weapons" -- ie LT artillery, medic medpack, engineer build points, etc
	int			classWeaponTime;
	int			jumpTime; // used in MP to prevent jump accel
	// jpw

	int			weapAnimTimer;		// don't change low priority animations until this runs out		//----(SA)	added
	int			weapAnim;		// mask off ANIM_TOGGLEBIT										//----(SA)	added

	qboolean	releasedFire;

	float		aimSpreadScaleFloat;	// (SA) the server-side aimspreadscale that lets it track finer changes but still only
										// transmit the 8bit int to the client
	int			aimSpreadScale;	// 0 - 255 increases with angular movement
	int			lastFireTime;	// used by server to hold last firing frame briefly when randomly releasing trigger (AI)

	int			quickGrenTime;

	int			leanStopDebounceTime;

//----(SA)	added

	// seems like heat and aimspread could be tied together somehow, however, they (appear to) change at different rates and
	// I can't currently see how to optimize this to one server->client transmission "weapstatus" value.
	int			weapHeat[MAX_WEAPONS];	// some weapons can overheat.  this tracks (server-side) how hot each weapon currently is.
	int			curWeapHeat;			// value for the currently selected weapon (for transmission to client)

	int			venomTime;	//----(SA)	added
//----(SA)	end

	aistateEnum_t	aiState;

	int			identifyClient;			// NERVE - SMF
} playerState_t;


//====================================================================


//
// usercmd_t->button bits, many of which are generated by the client system,
// so they aren't game/cgame only definitions
//
#define	BUTTON_ATTACK		1
#define	BUTTON_TALK			2			// displays talk balloon and disables actions
#define	BUTTON_USE_HOLDABLE	4
#define	BUTTON_GESTURE		8
#define	BUTTON_WALKING		16			// walking can't just be infered from MOVE_RUN
										// because a key pressed late in the frame will
										// only generate a small move value for that frame
										// walking will use different animations and
										// won't generate footsteps
//----(SA)	added
#define BUTTON_SPRINT		32
#define BUTTON_ACTIVATE		64
//----(SA)	end

#define	BUTTON_ANY			128			// any key whatsoever




//----(SA) wolf buttons
#define	WBUTTON_ATTACK2		1
#define	WBUTTON_ZOOM		2
#define	WBUTTON_QUICKGREN	4
#define	WBUTTON_RELOAD		8
#define	WBUTTON_LEANLEFT	16
#define	WBUTTON_LEANRIGHT	32
#define	WBUTTON_DROP		64 // JPW NERVE

// unused
#define	WBUTTON_EXTRA7		128
//----(SA) end

#define	MOVE_RUN			120			// if forwardmove or rightmove are >= MOVE_RUN,
										// then BUTTON_WALKING should be set

#define MP_TEAM_OFFSET		6
#define MP_CLASS_OFFSET		4
#define MP_WEAPON_OFFSET	0

#define MP_TEAM_BITS		2
#define MP_CLASS_BITS		2
#define MP_WEAPON_BITS		4

#define MP_TEAM_MASK		0xC0
#define MP_CLASS_MASK		0x30
#define MP_WEAPON_MASK		0x0F

// usercmd_t is sent to the server each client frame
typedef struct usercmd_s {
	int		serverTime;
	byte	buttons;
	byte	wbuttons;
	byte	weapon;
	byte	holdable;		//----(SA)	added
	int		angles[3];

	signed char	forwardmove, rightmove, upmove;
	signed char wolfkick;		// RF, we should move this over to a wbutton, this is a huge waste of bandwidth

	char	mpSetup;			// NERVE - SMF
	char	identClient;		// NERVE - SMF
} usercmd_t;

//===================================================================

// if entityState->solid == SOLID_BMODEL, modelindex is an inline model number
#define	SOLID_BMODEL	0xffffff

typedef enum {
	TR_STATIONARY,
	TR_INTERPOLATE,				// non-parametric, but interpolate between snapshots
	TR_LINEAR,
	TR_LINEAR_STOP,
	TR_LINEAR_STOP_BACK,		//----(SA)	added.  so reverse movement can be different than forward
	TR_SINE,					// value = base + sin( time / duration ) * delta
	TR_GRAVITY,
	// Ridah
	TR_GRAVITY_LOW,
	TR_GRAVITY_FLOAT,			// super low grav with no gravity acceleration (floating feathers/fabric/leaves/...)
	TR_GRAVITY_PAUSED,			//----(SA)	has stopped, but will still do a short trace to see if it should be switched back to TR_GRAVITY
	TR_ACCELERATE,
	TR_DECCELERATE
} trType_t;

typedef struct {
	trType_t	trType;
	int		trTime;
	int		trDuration;			// if non 0, trTime + trDuration = stop time
//----(SA)	removed
	vec3_t	trBase;
	vec3_t	trDelta;			// velocity, etc
//----(SA)	removed
} trajectory_t;

// RF, put this here so we have a central means of defining a Zombie (kind of a hack, but this is to minimize bandwidth usage)
#define SET_FLAMING_ZOMBIE(x,y)	(x.frame = y)
#define IS_FLAMING_ZOMBIE(x)	(x.frame == 1)

// entityState_t is the information conveyed from the server
// in an update message about entities that the client will
// need to render in some way
// Different eTypes may use the information in different ways
// The messages are delta compressed, so it doesn't really matter if
// the structure size is fairly large
//
// NOTE: all fields in here must be 32 bits (or those within sub-structures)

typedef struct entityState_s {
	int		number;			// entity index
	int		eType;			// entityType_t
	int		eFlags;

	trajectory_t	pos;	// for calculating position
	trajectory_t	apos;	// for calculating angles

	int		time;
	int		time2;

	vec3_t	origin;
	vec3_t	origin2;

	vec3_t	angles;
	vec3_t	angles2;

	int		otherEntityNum;	// shotgun sources, etc
	int		otherEntityNum2;

	int		groundEntityNum;	// -1 = in air

	int		constantLight;	// r + (g<<8) + (b<<16) + (intensity<<24)
	int		dl_intensity;	// used for coronas
	int		loopSound;		// constantly loop this sound

	int		modelindex;
	int		modelindex2;
	int		clientNum;		// 0 to (MAX_CLIENTS - 1), for players and corpses
	int		frame;

	int		solid;			// for client side prediction, trap_linkentity sets this properly

	// old style events, in for compatibility only
	int		event;
	int		eventParm;

	int		eventSequence;	// pmove generated events
	int		events[MAX_EVENTS];
	int		eventParms[MAX_EVENTS];

	// for players
	int		powerups;		// bit flags
	int		weapon;			// determines weapon and flash model, etc
	int		legsAnim;		// mask off ANIM_TOGGLEBIT
	int		torsoAnim;		// mask off ANIM_TOGGLEBIT
//	int		weapAnim;		// mask off ANIM_TOGGLEBIT	//----(SA)	removed (weap anims will be client-side only)

	int		density;		// for particle effects

	int		dmgFlags;		// to pass along additional information for damage effects for players/ Also used for cursorhints for non-player entities

	// Ridah
	int		onFireStart, onFireEnd;

	int		aiChar, teamNum;

	int		effect1Time, effect2Time, effect3Time;

	aistateEnum_t	aiState;

	int		animMovetype;	// clients can't derive movetype of other clients for anim scripting system


} entityState_t;

typedef enum {
	CA_UNINITIALIZED,
	CA_DISCONNECTED, 	// not talking to a server
	CA_AUTHORIZING,		// not used any more, was checking cd key 
	CA_CONNECTING,		// sending request packets to the server
	CA_CHALLENGING,		// sending challenge packets to the server
	CA_CONNECTED,		// netchan_t established, getting gamestate
	CA_LOADING,			// only during cgame initialization, never during main loop
	CA_PRIMED,			// got gamestate, waiting for first frame
	CA_ACTIVE,			// game views should be displayed
	CA_CINEMATIC		// playing a cinematic or a static pic, not connected to a server
} connstate_t;

// font support 

#define GLYPH_START 0
#define GLYPH_END 255
#define GLYPH_CHARSTART 32
#define GLYPH_CHAREND 127
#define GLYPHS_PER_FONT GLYPH_END - GLYPH_START + 1
typedef struct {
  int height;       // number of scan lines
  int top;          // top of glyph in buffer
  int bottom;       // bottom of glyph in buffer
  int pitch;        // width for copying
  int xSkip;        // x adjustment
  int imageWidth;   // width of actual image
  int imageHeight;  // height of actual image
  float s;          // x offset in image where glyph starts
  float t;          // y offset in image where glyph starts
  float s2;
  float t2;
  qhandle_t glyph;  // handle to the shader with the glyph
	char shaderName[32];
} glyphInfo_t;

typedef struct {
  glyphInfo_t glyphs [GLYPHS_PER_FONT];
	float glyphScale;
	char name[MAX_QPATH];
} fontInfo_t;

#define Square(x) ((x)*(x))

// real time
//=============================================


typedef struct qtime_s {
	int tm_sec;     /* seconds after the minute - [0,59] */
	int tm_min;     /* minutes after the hour - [0,59] */
	int tm_hour;    /* hours since midnight - [0,23] */
	int tm_mday;    /* day of the month - [1,31] */
	int tm_mon;     /* months since January - [0,11] */
	int tm_year;    /* years since 1900 */
	int tm_wday;    /* days since Sunday - [0,6] */
	int tm_yday;    /* days since January 1 - [0,365] */
	int tm_isdst;   /* daylight savings time flag */
} qtime_t;


// server browser sources
#define AS_LOCAL		0
#define AS_GLOBAL		1			// NERVE - SMF - modified
#define AS_FAVORITES	2
#define AS_MPLAYER		3


// cinematic states
typedef enum {
	FMV_IDLE,
	FMV_PLAY,		// play
	FMV_EOF,		// all other conditions, i.e. stop/EOF/abort
	FMV_ID_BLT,
	FMV_ID_IDLE,
	FMV_LOOPED,
	FMV_ID_WAIT
} e_status;

typedef enum _flag_status {
	FLAG_ATBASE = 0,
	FLAG_TAKEN,			// CTF
	FLAG_TAKEN_RED,		// One Flag CTF
	FLAG_TAKEN_BLUE,	// One Flag CTF
	FLAG_DROPPED
} flagStatus_t;



#define	MAX_GLOBAL_SERVERS			2048
#define	MAX_OTHER_SERVERS			128
#define MAX_PINGREQUESTS			16
#define MAX_SERVERSTATUSREQUESTS	16

#define SAY_ALL		0
#define SAY_TEAM	1
#define SAY_TELL	2

#define CDKEY_LEN 16
#define CDCHKSUM_LEN 2

// NERVE - SMF - localization
typedef enum {
#ifndef __MACOS__	//DAJ USA
	LANGUAGE_FRENCH = 0,
	LANGUAGE_GERMAN,
	LANGUAGE_ITALIAN,
	LANGUAGE_SPANISH,
#endif
	MAX_LANGUAGES
} languages_t;

// NERVE - SMF - wolf server/game states
typedef enum {
	GS_INITIALIZE = -1,
	GS_PLAYING,
	GS_WARMUP_COUNTDOWN,
	GS_WARMUP,
	GS_INTERMISSION,
	GS_WAITING_FOR_PLAYERS,
	GS_RESET
} gamestate_t;

// TTimo - voting config flags
#define VOTEFLAGS_RESTART			(1<<0)
#define VOTEFLAGS_RESETMATCH	(1<<1)
#define VOTEFLAGS_STARTMATCH	(1<<2)
#define VOTEFLAGS_NEXTMAP			(1<<3)
#define VOTEFLAGS_SWAP				(1<<4)
#define VOTEFLAGS_TYPE				(1<<5)
#define VOTEFLAGS_KICK				(1<<6)
#define VOTEFLAGS_MAP					(1<<7)

#endif	// __Q_SHARED_H
