/*
Copyright (C) 1996-1997 Id Software, Inc.

This program 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// quakedef.h -- primary header for client

#define	QUAKE_GAME			// as opposed to utilities

//define	PARANOID			// speed sapping error checking

#ifdef _WIN32
#pragma warning( disable : 4244 4127 4201 4214 4514 4305 4115 4018)
#endif

#define GLQUAKE
#define USE_OPENGLES
#define id386 0

#include <ctype.h>
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>
#include <time.h>
#include <unistd.h>

#include "bothdefs.h"

#include "common.h"
#include "bspfile.h"
#include "vid.h"
#include "sys.h"
#include "zone.h"
#include "mathlib.h"
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "screen.h"
#include "net.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "sound.h"
#include "render.h"
#include "client.h"

#ifdef GLQUAKE
#include "gl_model.h"
#else
#include "model.h"
#include "d_iface.h"
#endif

#include "input.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "crc.h"
#include "cdaudio.h"
#include "pmove.h"

#ifdef GLQUAKE
#include "glquake.h"
#endif

#ifndef max
#define max(a,b) ((a) > (b) ? (a) : (b))
#define min(a,b) ((a) < (b) ? (a) : (b))
#endif

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

// the host system specifies the base of the directory tree, the
// command line parms passed to the program, and the amount of memory
// available for the program to use

typedef struct
{
	char	*basedir;
	char	*cachedir;		// for development over ISDN lines
	int		argc;
	char	**argv;
	void	*membase;
	int		memsize;
} quakeparms_t;


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

#define MAX_NUM_ARGVS	50


extern qboolean noclip_anglehack;


//
// host
//
extern	quakeparms_t host_parms;

extern	cvar_t		sys_ticrate;
extern	cvar_t		sys_nostdout;
extern	cvar_t		developer;

extern	cvar_t	password;

extern	qboolean	host_initialized;		// true if into command execution
extern	double		host_frametime;
extern	byte		*host_basepal;
extern	byte		*host_colormap;
extern	int			host_framecount;	// incremented every frame, never reset
extern	double		realtime;			// not bounded in any way, changed at
										// start of every frame, never reset

void Host_ServerFrame (void);
void Host_InitCommands (void);
void Host_Init (quakeparms_t *parms);
void Host_Shutdown(void);
void Host_Error (char *error, ...);
void Host_EndGame (char *message, ...);
qboolean Host_SimulationTime(float time);
void Host_Frame (float time);
void Host_Quit_f (void);
void Host_ClientCommands (char *fmt, ...);
void Host_ShutdownServer (qboolean crash);

extern qboolean		msg_suppress_1;		// suppresses resolution and cache size console output
										//  an fullscreen DIB focus gain/loss


// Linux versions of msdos CRT functions
#define stricmp strcasecmp

// Helper functions for OpenGL ES
void DrawQuad_NoTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h);
void DrawQuad(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat u, GLfloat v, GLfloat uw, GLfloat vh);

void shadowLoadIdentity( GLfloat* m);
void shadowRotatef( GLfloat* m, GLfloat a, GLfloat x, GLfloat y, GLfloat z);
void shadowTranslatef( GLfloat* m, GLfloat x, GLfloat y, GLfloat z);

#ifdef USE_OPENGLES
// Reimplementation of OpenGL functions that are missing in OpenGL ES

#define GL_INTENSITY				0x8049

void glColor3f(GLfloat r, GLfloat g, GLfloat b);
void glColor4fv(GLfloat* pColor);
void glColor4ubv(unsigned char* pColor);


#endif

