ref: b8c0e4deccffcd668f7d08ffc1fe16147e9e894a
dir: /code/bspc/l_utils.h/
/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena 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 2 of the License, or (at your option) any later version. Quake III Arena 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 Foobar; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ #ifndef MAX_PATH #define MAX_PATH 64 #endif #ifndef PATH_SEPERATORSTR #if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__) #define PATHSEPERATOR_STR "\\" #else #define PATHSEPERATOR_STR "/" #endif #endif #ifndef PATH_SEPERATORCHAR #if defined(WIN32)|defined(_WIN32)|defined(__NT__)|defined(__WINDOWS__)|defined(__WINDOWS_386__) #define PATHSEPERATOR_CHAR '\\' #else #define PATHSEPERATOR_CHAR '/' #endif #endif //random in the range [0, 1] #define random() ((rand () & 0x7fff) / ((float)0x7fff)) //random in the range [-1, 1] #define crandom() (2.0 * (random() - 0.5)) //min and max #define Maximum(x,y) (x > y ? x : y) #define Minimum(x,y) (x < y ? x : y) //absolute value #define FloatAbs(x) (*(float *) &((* (int *) &(x)) & 0x7FFFFFFF)) #define IntAbs(x) (~(x)) //coordinates #define _X 0 #define _Y 1 #define _Z 2 typedef struct foundfile_s { int offset; int length; char filename[MAX_PATH]; //screw LCC, array must be at end of struct } foundfile_t; void Vector2Angles(vec3_t value1, vec3_t angles); //set the correct path seperators void ConvertPath(char *path); //append a path seperator to the given path not exceeding the length void AppendPathSeperator(char *path, int length); //find a file in a pak file qboolean FindFileInPak(char *pakfile, char *filename, foundfile_t *file); //find a quake file #ifdef BOTLIB qboolean FindQuakeFile(char *filename, foundfile_t *file); #else //BOTLIB qboolean FindQuakeFile(char *basedir, char *gamedir, char *filename, foundfile_t *file); #endif //BOTLIB