/*
===========================================================================
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 Quake III Arena source code; 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



