/* -------------------------------------------------------------------------------

   Copyright (C) 1999-2007 id Software, Inc. and contributors.
   For a list of contributors, see the accompanying CONTRIBUTORS file.

   This file is part of GtkRadiant.

   GtkRadiant 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.

   GtkRadiant 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 GtkRadiant; if not, write to the Free Software
   Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

   ----------------------------------------------------------------------------------

   This code has been altered significantly from its original form, to support
   several games based on the Quake III Arena engine, in the form of "Q3Map2."

   ------------------------------------------------------------------------------- */



/* marker */
#ifndef Q3MAP2_H
#define Q3MAP2_H

#include "globaldefs.h"

/* version */
#ifndef Q3MAP_VERSION
#error no Q3MAP_VERSION defined
#endif
#define Q3MAP_MOTD      "Your map saw the pretty lights from q3map2's BFG"




/* -------------------------------------------------------------------------------

   dependencies

   ------------------------------------------------------------------------------- */

/* platform-specific */
#if GDEF_OS_POSIX
	#include <unistd.h>
	#include <pwd.h>
	#include <limits.h>
#endif

#if GDEF_OS_WINDOWS
	#include <windows.h>
#endif


/* general */
#include "cmdlib.h"
#include "mathlib.h"
#include "md5lib.h"
#include "ddslib.h"
#ifdef BUILD_CRUNCH
#include "crn_rgba.h"
#endif // BUILD_CRUNCH

#include "picomodel.h"

#include "scriplib.h"
#include "polylib.h"
#include "imagelib.h"
#include "qthreads.h"
#include "inout.h"
#include "vfs.h"
#include "png.h"
#include "md4.h"
#include <stdlib.h>


/* -------------------------------------------------------------------------------

   port-related hacks

   ------------------------------------------------------------------------------- */

	#if GDEF_OS_WINDOWS
		#define Q_stricmp           stricmp
		#define Q_strncasecmp       strnicmp
	#else
		#define Q_stricmp           strcasecmp
		#define Q_strncasecmp       strncasecmp
	#endif

// hack to declare and define in the same file
#ifdef MAIN_C
	#define Q_EXTERN
	#define Q_ASSIGN( a )   = a
#else
	#define Q_EXTERN extern
	#define Q_ASSIGN( a )
#endif

/* macro version */
#define VectorMA( a, s, b, c )  ( ( c )[ 0 ] = ( a )[ 0 ] + ( s ) * ( b )[ 0 ], ( c )[ 1 ] = ( a )[ 1 ] + ( s ) * ( b )[ 1 ], ( c )[ 2 ] = ( a )[ 2 ] + ( s ) * ( b )[ 2 ] )



/* -------------------------------------------------------------------------------

   constants

   ------------------------------------------------------------------------------- */

/* temporary hacks and tests (please keep off in SVN to prevent anyone's legacy map from screwing up) */
/* 2011-01-10 TTimo says we should turn these on in SVN, so turning on now */
#define Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES   1
#define Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX     1
#define Q3MAP2_EXPERIMENTAL_SNAP_PLANE_FIX      1

/* general */
#define MAX_QPATH               64

#define MAX_IMAGES              2048
#define DEFAULT_IMAGE           "*default"

#define MAX_MODELS              2048

#define DEF_BACKSPLASH_FRACTION 0.05f   /* 5% backsplash by default */
#define DEF_BACKSPLASH_DISTANCE 23

#define DEF_RADIOSITY_BOUNCE    1.0f    /* ydnar: default to 100% re-emitted light */

#define MAX_SHADER_INFO         8192
#define MAX_CUST_SURFACEPARMS   256

#define SHADER_MAX_VERTEXES     1000
#define SHADER_MAX_INDEXES      ( 6 * SHADER_MAX_VERTEXES )

#define MAX_JITTERS             256


/* epair parsing (note case-sensitivity directive) */
#define CASE_INSENSITIVE_EPAIRS 1

#if CASE_INSENSITIVE_EPAIRS
	#define EPAIR_STRCMP        Q_stricmp
#else
	#define EPAIR_STRCMP        strcmp
#endif


/* ydnar: compiler flags, because games have widely varying content/surface flags */
#define C_SOLID                 0x00000001
#define C_TRANSLUCENT           0x00000002
#define C_STRUCTURAL            0x00000004
#define C_HINT                  0x00000008
#define C_NODRAW                0x00000010
#define C_LIGHTGRID             0x00000020
#define C_ALPHASHADOW           0x00000040
#define C_LIGHTFILTER           0x00000080
#define C_VERTEXLIT             0x00000100
#define C_LIQUID                0x00000200
#define C_FOG                   0x00000400
#define C_SKY                   0x00000800
#define C_ORIGIN                0x00001000
#define C_AREAPORTAL            0x00002000
#define C_ANTIPORTAL            0x00004000  /* like hint, but doesn't generate portals */
#define C_SKIP                  0x00008000  /* like hint, but skips this face (doesn't split bsp) */
#define C_NOMARKS               0x00010000  /* no decals */
#define C_OB                    0x00020000  /* skip -noob for this */
#define C_DETAIL                0x08000000  /* THIS MUST BE THE SAME AS IN RADIANT! */


/* new tex surface flags, like Smokin'Guns */
#define TEX_SURF_METAL             0x00001000
#define TEX_SURF_WOOD              0x00080000
#define TEX_SURF_CLOTH             0x00100000
#define TEX_SURF_DIRT              0x00200000
#define TEX_SURF_GLASS             0x00400000
#define TEX_SURF_PLANT             0x00800000
#define TEX_SURF_SAND              0x01000000
#define TEX_SURF_SNOW              0x02000000
#define TEX_SURF_STONE             0x04000000
#define TEX_SURF_WATER             0x08000000
#define TEX_SURF_GRASS             0x10000000
#define TEX_SURF_BREAKABLE         0x20000000


/* shadow flags */
#define WORLDSPAWN_CAST_SHADOWS 1
#define WORLDSPAWN_RECV_SHADOWS 1
#define ENTITY_CAST_SHADOWS     0
#define ENTITY_RECV_SHADOWS     1


/* bsp */
#define MAX_PATCH_SIZE          32
#define MAX_BRUSH_SIDES         1024
#define MAX_BUILD_SIDES         1024

#define MAX_EXPANDED_AXIS       128

#define CLIP_EPSILON            0.1f
#define PLANESIDE_EPSILON       0.001f
#define PLANENUM_LEAF           -1

#define HINT_PRIORITY           1000        /* ydnar: force hint splits first and antiportal/areaportal splits last */
#define ANTIPORTAL_PRIORITY     -1000
#define AREAPORTAL_PRIORITY     -1000
#define DETAIL_PRIORITY     -3000

#define PSIDE_FRONT             1
#define PSIDE_BACK              2
#define PSIDE_BOTH              ( PSIDE_FRONT | PSIDE_BACK )
#define PSIDE_FACING            4

#define BPRIMIT_UNDEFINED       0
#define BPRIMIT_OLDBRUSHES      1
#define BPRIMIT_NEWBRUSHES      2


/* vis */
#define VIS_HEADER_SIZE         8

#define SEPERATORCACHE          /* seperator caching helps a bit */

#define PORTALFILE              "PRT1"

#define MAX_PORTALS             0x20000 /* same as MAX_MAP_PORTALS */
#define MAX_SEPERATORS          MAX_POINTS_ON_WINDING
#define MAX_POINTS_ON_FIXED_WINDING 24  /* ydnar: increased this from 12 at the expense of more memory */
#define MAX_PORTALS_ON_LEAF     1024


/* light */
#define EMIT_POINT              0
#define EMIT_AREA               1
#define EMIT_SPOT               2
#define EMIT_SUN                3

#define LIGHT_ATTEN_LINEAR      1
#define LIGHT_ATTEN_ANGLE       2
#define LIGHT_ATTEN_DISTANCE    4
#define LIGHT_TWOSIDED          8
#define LIGHT_GRID              16
#define LIGHT_SURFACES          32
#define LIGHT_DARK              64      /* probably never use this */
#define LIGHT_FAST              256
#define LIGHT_FAST_TEMP         512
#define LIGHT_FAST_ACTUAL       ( LIGHT_FAST | LIGHT_FAST_TEMP )
#define LIGHT_NEGATIVE          1024
#define LIGHT_UNNORMALIZED      2048    /* vortex: do not normalize _color */

#define LIGHT_SUN_DEFAULT       ( LIGHT_ATTEN_ANGLE | LIGHT_GRID | LIGHT_SURFACES )
#define LIGHT_AREA_DEFAULT      ( LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES )    /* q3a and wolf are the same */
#define LIGHT_Q3A_DEFAULT       ( LIGHT_ATTEN_ANGLE | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST )
#define LIGHT_WOLF_DEFAULT      ( LIGHT_ATTEN_LINEAR | LIGHT_ATTEN_DISTANCE | LIGHT_GRID | LIGHT_SURFACES | LIGHT_FAST )

#define MAX_TRACE_TEST_NODES    256
#define DEFAULT_INHIBIT_RADIUS  1.5f

#define LUXEL_EPSILON           0.125f
#define VERTEX_EPSILON          -0.125f
#define GRID_EPSILON            0.0f

#define DEFAULT_LIGHTMAP_SAMPLE_SIZE    16
#define DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE    0
#define DEFAULT_LIGHTMAP_SAMPLE_OFFSET  1.0f
#define DEFAULT_SUBDIVIDE_THRESHOLD     1.0f

#define EXTRA_SCALE             2   /* -extrawide = -super 2 */
#define EXTRAWIDE_SCALE         2   /* -extrawide = -super 2 -filter */

#define CLUSTER_UNMAPPED        -1
#define CLUSTER_OCCLUDED        -2
#define CLUSTER_FLOODED         -3

#define VERTEX_LUXEL_SIZE       3
#define BSP_LUXEL_SIZE          3
#define RAD_LUXEL_SIZE          3
#define SUPER_LUXEL_SIZE        4
#define SUPER_FLAG_SIZE         4
#define FLAG_FORCE_SUBSAMPLING 1
#define FLAG_ALREADY_SUBSAMPLED 2
#define SUPER_ORIGIN_SIZE       3
#define SUPER_NORMAL_SIZE       4
#define SUPER_DELUXEL_SIZE      3
#define BSP_DELUXEL_SIZE        3
#define SUPER_FLOODLIGHT_SIZE   4

#define VERTEX_LUXEL( s, v )    ( vertexLuxels[ s ] + ( ( v ) * VERTEX_LUXEL_SIZE ) )
#define RAD_VERTEX_LUXEL( s, v )( radVertexLuxels[ s ] + ( ( v ) * VERTEX_LUXEL_SIZE ) )
#define BSP_LUXEL( s, x, y )    ( lm->bspLuxels[ s ] + ( ( ( ( y ) * lm->w ) + ( x ) ) * BSP_LUXEL_SIZE ) )
#define RAD_LUXEL( s, x, y )    ( lm->radLuxels[ s ] + ( ( ( ( y ) * lm->w ) + ( x ) ) * RAD_LUXEL_SIZE ) )
#define SUPER_LUXEL( s, x, y )  ( lm->superLuxels[ s ] + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_LUXEL_SIZE ) )
#define SUPER_FLAG( x, y )  ( lm->superFlags + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_FLAG_SIZE ) )
#define SUPER_DELUXEL( x, y )   ( lm->superDeluxels + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_DELUXEL_SIZE ) )
#define BSP_DELUXEL( x, y )     ( lm->bspDeluxels + ( ( ( ( y ) * lm->w ) + ( x ) ) * BSP_DELUXEL_SIZE ) )
#define SUPER_CLUSTER( x, y )   ( lm->superClusters + ( ( ( y ) * lm->sw ) + ( x ) ) )
#define SUPER_ORIGIN( x, y )    ( lm->superOrigins + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_ORIGIN_SIZE ) )
#define SUPER_NORMAL( x, y )    ( lm->superNormals + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_NORMAL_SIZE ) )
#define SUPER_DIRT( x, y )      ( lm->superNormals + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_NORMAL_SIZE ) + 3 )   /* stash dirtyness in normal[ 3 ] */
#define SUPER_FLOODLIGHT( x, y )    ( lm->superFloodLight + ( ( ( ( y ) * lm->sw ) + ( x ) ) * SUPER_FLOODLIGHT_SIZE ) )



/* -------------------------------------------------------------------------------

   abstracted bsp file

   ------------------------------------------------------------------------------- */

#define EXTERNAL_LIGHTMAP       "lm_%04d.tga"

#define MAX_LIGHTMAPS           4           /* RBSP */
#define MAX_LIGHT_STYLES        64
#define MAX_SWITCHED_LIGHTS     32
#define LS_NORMAL               0x00
#define LS_UNUSED               0xFE
#define LS_NONE                 0xFF

#define MAX_LIGHTMAP_SHADERS    256

/* ok to increase these at the expense of more memory */
#define MAX_MAP_AREAS           0x100       /* MAX_MAP_AREA_BYTES in q_shared must match! */
#define MAX_MAP_FOGS            30          //& 0x100	/* RBSP (32 - world fog - goggles) */
#define MAX_MAP_LEAFS           0x20000
#define MAX_MAP_PORTALS         0x20000
#define MAX_MAP_LIGHTING        0x800000
#define MAX_MAP_LIGHTGRID       0x100000    //%	0x800000 /* ydnar: set to points, not bytes */
#define MAX_MAP_VISCLUSTERS     0x4000 // <= MAX_MAP_LEAFS
#define MAX_MAP_VISIBILITY      ( VIS_HEADER_SIZE + MAX_MAP_VISCLUSTERS * ( ( ( MAX_MAP_VISCLUSTERS + 63 ) & ~63 ) >> 3 ) )

#define MAX_MAP_DRAW_SURFS      0x20000

#define MAX_MAP_ADVERTISEMENTS  30

/* key / value pair sizes in the entities lump */
#define MAX_KEY                 32
#define MAX_VALUE               1024

/* the editor uses these predefined yaw angles to orient entities up or down */
#define ANGLE_UP                -1
#define ANGLE_DOWN              -2

#define LIGHTMAP_WIDTH          128
#define LIGHTMAP_HEIGHT         128

#define MIN_WORLD_COORD         ( -65536 )
#define MAX_WORLD_COORD         ( 65536 )
#define WORLD_SIZE              ( MAX_WORLD_COORD - MIN_WORLD_COORD )


typedef void ( *bspFunc )( const char * );


typedef struct
{
	int offset, length;
}
bspLump_t;


typedef struct
{
	char ident[ 4 ];
	int version;

	bspLump_t lumps[ 100 ];     /* theoretical maximum # of bsp lumps */
}
bspHeader_t;


typedef struct
{
	float mins[ 3 ], maxs[ 3 ];
	int firstBSPSurface, numBSPSurfaces;
	int firstBSPBrush, numBSPBrushes;
}
bspModel_t;


typedef struct
{
	char shader[ MAX_QPATH ];
	int surfaceFlags;
	int contentFlags;
}
bspShader_t;


/* planes x^1 is always the opposite of plane x */

typedef struct
{
	float normal[ 3 ];
	float dist;
}
bspPlane_t;


typedef struct
{
	int planeNum;
	int children[ 2 ];              /* negative numbers are -(leafs+1), not nodes */
	int mins[ 3 ];                  /* for frustum culling */
	int maxs[ 3 ];
}
bspNode_t;


typedef struct
{
	int cluster;                    /* -1 = opaque cluster (do I still store these?) */
	int area;

	int mins[ 3 ];                  /* for frustum culling */
	int maxs[ 3 ];

	int firstBSPLeafSurface;
	int numBSPLeafSurfaces;

	int firstBSPLeafBrush;
	int numBSPLeafBrushes;
}
bspLeaf_t;


typedef struct
{
	int planeNum;                   /* positive plane side faces out of the leaf */
	int shaderNum;
	int surfaceNum;                 /* RBSP */
}
bspBrushSide_t;


typedef struct
{
	int firstSide;
	int numSides;
	int shaderNum;                  /* the shader that determines the content flags */
}
bspBrush_t;


typedef struct
{
	char shader[ MAX_QPATH ];
	int brushNum;
	int visibleSide;                /* the brush side that ray tests need to clip against (-1 == none) */
}
bspFog_t;


typedef struct
{
	vec3_t xyz;
	float st[ 2 ];
	float lightmap[ MAX_LIGHTMAPS ][ 2 ];       /* RBSP */
	vec3_t normal;
	byte color[ MAX_LIGHTMAPS ][ 4 ];           /* RBSP */
}
bspDrawVert_t;


typedef enum
{
	MST_BAD,
	MST_PLANAR,
	MST_PATCH,
	MST_TRIANGLE_SOUP,
	MST_FLARE,
	MST_FOLIAGE
}
bspSurfaceType_t;


typedef struct bspGridPoint_s
{
	byte ambient[ MAX_LIGHTMAPS ][ 3 ];
	byte directed[ MAX_LIGHTMAPS ][ 3 ];
	byte styles[ MAX_LIGHTMAPS ];
	byte latLong[ 2 ];
}
bspGridPoint_t;


typedef struct
{
	int shaderNum;
	int fogNum;
	int surfaceType;

	int firstVert;
	int numVerts;

	int firstIndex;
	int numIndexes;

	byte lightmapStyles[ MAX_LIGHTMAPS ];                               /* RBSP */
	byte vertexStyles[ MAX_LIGHTMAPS ];                                 /* RBSP */
	int lightmapNum[ MAX_LIGHTMAPS ];                                   /* RBSP */
	int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];         /* RBSP */
	int lightmapWidth, lightmapHeight;

	vec3_t lightmapOrigin;
	vec3_t lightmapVecs[ 3 ];       /* on patches, [ 0 ] and [ 1 ] are lodbounds */

	int patchWidth;
	int patchHeight;
}
bspDrawSurface_t;


/* advertisements */
typedef struct {
	int cellId;
	vec3_t normal;
	vec3_t rect[4];
	char model[ MAX_QPATH ];
} bspAdvertisement_t;


/* -------------------------------------------------------------------------------

   general types

   ------------------------------------------------------------------------------- */

/* ydnar: for smaller structs */
typedef unsigned char qb_t;


/* ydnar: for q3map_tcMod */
typedef float tcMod_t[ 3 ][ 3 ];


/* ydnar: for multiple game support */
typedef struct surfaceParm_s
{
	char        *name;
	int contentFlags, contentFlagsClear;
	int surfaceFlags, surfaceFlagsClear;
	int compileFlags, compileFlagsClear;
}
surfaceParm_t;

typedef enum
{
	MINIMAP_MODE_GRAY,
	MINIMAP_MODE_BLACK,
	MINIMAP_MODE_WHITE
}
miniMapMode_t;

typedef enum
{
	MINIMAP_SIDECAR_NONE,
	MINIMAP_SIDECAR_UNVANQUISHED
}
miniMapSidecarFormat_t;

typedef struct game_s
{
	char                *arg;                           /* -game matches this */
	char                *gamePath;                      /* main game data dir */
	char                *homeBasePath;                  /* home sub-dir on unix */
	char                *magic;                         /* magic word for figuring out base path */
	char                *shaderPath;                    /* shader directory */
	int maxLMSurfaceVerts;                              /* default maximum meta surface verts */
	int maxSurfaceVerts;                                /* default maximum surface verts */
	int maxSurfaceIndexes;                              /* default maximum surface indexes (tris * 3) */
	qboolean texFile;                                   /* enable per shader prefix surface flags and .tex file */
	qboolean emitFlares;                                /* when true, emit flare surfaces */
	char                *flareShader;                   /* default flare shader (MUST BE SET) */
	qboolean wolfLight;                                 /* when true, lights work like wolf q3map  */
	int lightmapSize;                                   /* bsp lightmap width/height */
	float lightmapGamma;                                /* default lightmap gamma */
	qboolean lightmapsRGB;                              /* default lightmap sRGB mode */
	qboolean texturesRGB;                               /* default texture sRGB mode */
	qboolean colorsRGB;                             /* default color sRGB mode */
	float lightmapExposure;                             /* default lightmap exposure */
	float lightmapCompensate;                           /* default lightmap compensate value */
	float gridScale;                                    /* vortex: default lightgrid scale (affects both directional and ambient spectres) */
	float gridAmbientScale;                             /* vortex: default lightgrid ambient spectre scale */
	qboolean lightAngleHL;                              /* jal: use half-lambert curve for light angle attenuation */
	qboolean noStyles;                                  /* use lightstyles hack or not */
	qboolean keepLights;                                /* keep light entities on bsp */
	int patchSubdivisions;                              /* default patch subdivisions tolerance */
	qboolean patchShadows;                              /* patch casting enabled */
	qboolean deluxeMap;                                 /* compile deluxemaps */
	int deluxeMode;                                     /* deluxemap mode (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */
	int miniMapSize;                                    /* minimap size */
	float miniMapSharpen;                               /* minimap sharpening coefficient */
	float miniMapBorder;                                /* minimap border amount */
	qboolean miniMapKeepAspect;                         /* minimap keep aspect ratio by letterboxing */
	miniMapMode_t miniMapMode;                          /* minimap mode */
	char                *miniMapNameFormat;             /* minimap name format */
	miniMapSidecarFormat_t miniMapSidecarFormat;        /* minimap sidecar format */
	char                *bspIdent;                      /* 4-letter bsp file prefix */
	int bspVersion;                                     /* bsp version to use */
	qboolean lumpSwap;                                  /* cod-style len/ofs order */
	bspFunc load, write;                                /* load/write function pointers */
	surfaceParm_t surfaceParms[ 128 ];                  /* surfaceparm array */
}
game_t;


typedef struct image_s
{
	char                *name, *filename;
	int refCount;
	int width, height;
	byte                *pixels;
}
image_t;


typedef struct sun_s
{
	struct sun_s        *next;
	vec3_t direction, color;
	float photons, deviance, filterRadius;
	int numSamples, style;
}
sun_t;


typedef struct surfaceModel_s
{
	struct surfaceModel_s   *next;
	char model[ MAX_QPATH ];
	float density, odds;
	float minScale, maxScale;
	float minAngle, maxAngle;
	qboolean oriented;
}
surfaceModel_t;


/* ydnar/sd: foliage stuff for wolf et (engine-supported optimization of the above) */
typedef struct foliage_s
{
	struct foliage_s    *next;
	char model[ MAX_QPATH ];
	float scale, density, odds;
	qboolean inverseAlpha;
}
foliage_t;

typedef struct foliageInstance_s
{
	vec3_t xyz, normal;
}
foliageInstance_t;


typedef struct remap_s
{
	struct remap_s      *next;
	char from[ 1024 ];
	char to[ MAX_QPATH ];
}
remap_t;

typedef struct skinfile_s
{
	struct skinfile_s   *next;
	char name[ 1024 ];
	char to[ MAX_QPATH ];
}
skinfile_t;


/* wingdi.h hack, it's the same: 0 */
#undef CM_NONE

typedef enum
{
	CM_NONE,
	CM_VOLUME,
	CM_COLOR_SET,
	CM_ALPHA_SET,
	CM_COLOR_SCALE,
	CM_ALPHA_SCALE,
	CM_COLOR_DOT_PRODUCT,
	CM_ALPHA_DOT_PRODUCT,
	CM_COLOR_DOT_PRODUCT_SCALE,
	CM_ALPHA_DOT_PRODUCT_SCALE,
	CM_COLOR_DOT_PRODUCT_2,
	CM_ALPHA_DOT_PRODUCT_2,
	CM_COLOR_DOT_PRODUCT_2_SCALE,
	CM_ALPHA_DOT_PRODUCT_2_SCALE
}
colorModType_t;


typedef struct colorMod_s
{
	struct colorMod_s   *next;
	colorModType_t type;
	vec_t data[ 16 ];
}
colorMod_t;


typedef enum
{
	IM_NONE,
	IM_OPAQUE,
	IM_MASKED,
	IM_BLEND
}
implicitMap_t;


typedef struct shaderInfo_s
{
	char shader[ MAX_QPATH ];
	int surfaceFlags;
	int contentFlags;
	int compileFlags;
	float value;                                        /* light value */

	char                *flareShader;                   /* for light flares */
	char                *damageShader;                  /* ydnar: sof2 damage shader name */
	char                *backShader;                    /* for surfaces that generate different front and back passes */
	char                *cloneShader;                   /* ydnar: for cloning of a surface */
	char                *remapShader;                   /* ydnar: remap a shader in final stage */
	char                *deprecateShader;               /* vortex: shader is deprecated and replaced by this on use */

	surfaceModel_t      *surfaceModel;                  /* ydnar: for distribution of models */
	foliage_t           *foliage;                       /* ydnar/splash damage: wolf et foliage */

	float subdivisions;                                 /* from a "tesssize xxx" */
	float backsplashFraction;                           /* floating point value, usually 0.05 */
	float backsplashDistance;                           /* default 16 */
	float lightSubdivide;                               /* default 999 */
	float lightFilterRadius;                            /* ydnar: lightmap filtering/blurring radius for lights created by this shader (default: 0) */

	int lightmapSampleSize;                             /* lightmap sample size */
	float lightmapSampleOffset;                         /* ydnar: lightmap sample offset (default: 1.0) */

	float bounceScale;                                  /* ydnar: radiosity re-emission [0,1.0+] */
	float offset;                                       /* ydnar: offset in units */
	float shadeAngleDegrees;                            /* ydnar: breaking angle for smooth shading (degrees) */

	vec3_t mins, maxs;                                  /* ydnar: for particle studio vertexDeform move support */

	qb_t legacyTerrain;                                 /* ydnar: enable legacy terrain crutches */
	qb_t indexed;                                       /* ydnar: attempt to use indexmap (terrain alphamap style) */
	qb_t forceMeta;                                     /* ydnar: force metasurface path */
	qb_t noClip;                                        /* ydnar: don't clip into bsp, preserve original face winding */
	qb_t noFast;                                        /* ydnar: supress fast lighting for surfaces with this shader */
	qb_t invert;                                        /* ydnar: reverse facing */
	qb_t nonplanar;                                     /* ydnar: for nonplanar meta surface merging */
	qb_t tcGen;                                         /* ydnar: has explicit texcoord generation */
	vec3_t vecs[ 2 ];                                   /* ydnar: explicit texture vectors for [0,1] texture space */
	tcMod_t mod;                                        /* ydnar: q3map_tcMod matrix for djbob :) */
	vec3_t lightmapAxis;                                /* ydnar: explicit lightmap axis projection */
	colorMod_t          *colorMod;                      /* ydnar: q3map_rgb/color/alpha/Set/Mod support */

	int furNumLayers;                                   /* ydnar: number of fur layers */
	float furOffset;                                    /* ydnar: offset of each layer */
	float furFade;                                      /* ydnar: alpha fade amount per layer */

	qb_t splotchFix;                                    /* ydnar: filter splotches on lightmaps */

	qb_t hasPasses;                                     /* false if the shader doesn't define any rendering passes */
	qb_t globalTexture;                                 /* don't normalize texture repeats */
	qb_t twoSided;                                      /* cull none */
	qb_t autosprite;                                    /* autosprite shaders will become point lights instead of area lights */
	qb_t polygonOffset;                                 /* ydnar: don't face cull this or against this */
	qb_t patchShadows;                                  /* have patches casting shadows when using -light for this surface */
	qb_t vertexShadows;                                 /* shadows will be casted at this surface even when vertex lit */
	qb_t forceSunlight;                                 /* force sun light at this surface even tho we might not calculate shadows in vertex lighting */
	qb_t notjunc;                                       /* don't use this surface for tjunction fixing */
	qb_t fogParms;                                      /* ydnar: has fogparms */
	qb_t noFog;                                         /* ydnar: supress fogging */
	qb_t clipModel;                                     /* ydnar: solid model hack */
	qb_t noVertexLight;                                 /* ydnar: leave vertex color alone */
	qb_t noDirty;                                       /* jal: do not apply the dirty pass to this surface */

	byte styleMarker;                                   /* ydnar: light styles hack */

	float vertexScale;                                  /* vertex light scale */

	char skyParmsImageBase[ MAX_QPATH ];                /* ydnar: for skies */

	char editorImagePath[ MAX_QPATH ];                  /* use this image to generate texture coordinates */
	char lightImagePath[ MAX_QPATH ];                   /* use this image to generate color / averageColor */
	char normalImagePath[ MAX_QPATH ];                  /* ydnar: normalmap image for bumpmapping */

	implicitMap_t implicitMap;                          /* ydnar: enemy territory implicit shaders */
	char implicitImagePath[ MAX_QPATH ];

	image_t             *shaderImage;
	image_t             *lightImage;
	image_t             *normalImage;

	float skyLightValue;                                /* ydnar */
	int skyLightIterations;                             /* ydnar */
	sun_t               *sun;                           /* ydnar */

	vec3_t color;                                       /* normalized color */
	vec4_t averageColor;
	byte lightStyle;

	/* vortex: per-surface floodlight */
	float floodlightDirectionScale;
	vec3_t floodlightRGB;
	float floodlightIntensity;
	float floodlightDistance;

	qb_t lmMergable;                                    /* ydnar */
	int lmCustomWidth, lmCustomHeight;                  /* ydnar */
	float lmBrightness;                                 /* ydnar */
	float lmFilterRadius;                               /* ydnar: lightmap filtering/blurring radius for this shader (default: 0) */

	int shaderWidth, shaderHeight;                      /* ydnar */
	float stFlat[ 2 ];

	vec3_t fogDir;                                      /* ydnar */

	char                *shaderText;                    /* ydnar */
	qb_t custom;
	qb_t finished;
}
shaderInfo_t;



/* -------------------------------------------------------------------------------

   bsp structures

   ------------------------------------------------------------------------------- */

typedef struct face_s
{
	struct face_s       *next;
	int planenum;
	int priority;
	//qboolean			checked;
	int compileFlags;
	winding_t           *w;
}
face_t;


typedef struct plane_s
{
	vec3_t normal;
	vec_t dist;
	int type;
	int counter;
	int hash_chain;
}
plane_t;


typedef struct side_s
{
	int planenum;

	int outputNum;                          /* set when the side is written to the file list */

	float texMat[ 2 ][ 3 ];                 /* brush primitive texture matrix */
	float vecs[ 2 ][ 4 ];                   /* old-style texture coordinate mapping */

	winding_t           *winding;
	winding_t           *visibleHull;       /* convex hull of all visible fragments */

	shaderInfo_t        *shaderInfo;

	int contentFlags;                       /* from shaderInfo */
	int surfaceFlags;                       /* from shaderInfo */
	int compileFlags;                       /* from shaderInfo */
	int value;                              /* from shaderInfo */

	qboolean visible;                       /* choose visble planes first */
	qboolean bevel;                         /* don't ever use for bsp splitting, and don't bother making windings for it */
	qboolean culled;                        /* ydnar: face culling */
}
side_t;


typedef struct sideRef_s
{
	struct sideRef_s    *next;
	side_t              *side;
}
sideRef_t;


/* ydnar: generic index mapping for entities (natural extension of terrain texturing) */
typedef struct indexMap_s
{
	int w, h, numLayers;
	char name[ MAX_QPATH ], shader[ MAX_QPATH ];
	float offsets[ 256 ];
	byte                *pixels;
}
indexMap_t;


typedef struct brush_s
{
	struct brush_s      *next;
	struct brush_s      *nextColorModBrush; /* ydnar: colorMod volume brushes go here */
	struct brush_s      *original;          /* chopped up brushes will reference the originals */

	int entityNum, brushNum;                /* editor numbering */
	int outputNum;                          /* set when the brush is written to the file list */

	/* ydnar: for shadowcasting entities */
	int castShadows;
	int recvShadows;

	shaderInfo_t        *contentShader;
	shaderInfo_t        *celShader;         /* :) */

	/* ydnar: gs mods */
	int lightmapSampleSize;                 /* jal : entity based _lightmapsamplesize */
	float lightmapScale;
	float shadeAngleDegrees;               /* jal : entity based _shadeangle */
	vec3_t eMins, eMaxs;
	indexMap_t          *im;

	int contentFlags;
	int compileFlags;                       /* ydnar */
	qboolean detail;
	qboolean opaque;

	int portalareas[ 2 ];

	vec3_t mins, maxs;
	int numsides;

	side_t sides[ 6 ];                      /* variably sized */
}
brush_t;


typedef struct fog_s
{
	shaderInfo_t        *si;
	brush_t             *brush;
	int visibleSide;                        /* the brush side that ray tests need to clip against (-1 == none) */
}
fog_t;


typedef struct
{
	int width, height;
	bspDrawVert_t       *verts;
}
mesh_t;


typedef struct parseMesh_s
{
	struct parseMesh_s  *next;

	int entityNum, brushNum;                    /* ydnar: editor numbering */

	/* ydnar: for shadowcasting entities */
	int castShadows;
	int recvShadows;

	mesh_t mesh;
	shaderInfo_t        *shaderInfo;
	shaderInfo_t        *celShader;             /* :) */

	/* jal : entity based _lightmapsamplesize */
	int lightmapSampleSize;
	/* ydnar: gs mods */
	float lightmapScale;
	vec3_t eMins, eMaxs;
	indexMap_t          *im;

	/* grouping */
	qboolean grouped;
	float longestCurve;
	int maxIterations;
}
parseMesh_t;


/*
    ydnar: the drawsurf struct was extended to allow for:
    - non-convex planar surfaces
    - non-planar brushface surfaces
    - lightmapped terrain
    - planar patches
 */

typedef enum
{
	/* ydnar: these match up exactly with bspSurfaceType_t */
	SURFACE_BAD,
	SURFACE_FACE,
	SURFACE_PATCH,
	SURFACE_TRIANGLES,
	SURFACE_FLARE,
	SURFACE_FOLIAGE,    /* wolf et */

	/* ydnar: compiler-relevant surface types */
	SURFACE_FORCED_META,
	SURFACE_META,
	SURFACE_FOGHULL,
	SURFACE_DECAL,
	SURFACE_SHADER,

	NUM_SURFACE_TYPES
}
surfaceType_t;

Q_EXTERN char *surfaceTypes[ NUM_SURFACE_TYPES ]
#ifndef MAIN_C
;
#else
	=
	{
	"SURFACE_BAD",
	"SURFACE_FACE",
	"SURFACE_PATCH",
	"SURFACE_TRIANGLES",
	"SURFACE_FLARE",
	"SURFACE_FOLIAGE",
	"SURFACE_FORCED_META",
	"SURFACE_META",
	"SURFACE_FOGHULL",
	"SURFACE_DECAL",
	"SURFACE_SHADER"
	};
#endif


/* ydnar: this struct needs an overhaul (again, heh) */
typedef struct mapDrawSurface_s
{
	surfaceType_t type;
	qboolean planar;
	int outputNum;                          /* ydnar: to match this sort of thing up */

	qboolean fur;                           /* ydnar: this is kind of a hack, but hey... */
	qboolean skybox;                        /* ydnar: yet another fun hack */
	qboolean backSide;                      /* ydnar: q3map_backShader support */

	struct mapDrawSurface_s *parent;        /* ydnar: for cloned (skybox) surfaces to share lighting data */
	struct mapDrawSurface_s *clone;         /* ydnar: for cloned surfaces */
	struct mapDrawSurface_s *cel;           /* ydnar: for cloned cel surfaces */

	shaderInfo_t        *shaderInfo;
	shaderInfo_t        *celShader;
	brush_t             *mapBrush;
	parseMesh_t         *mapMesh;
	sideRef_t           *sideRef;

	int fogNum;

	int numVerts;                           /* vertexes and triangles */
	bspDrawVert_t       *verts;
	int numIndexes;
	int                 *indexes;

	int planeNum;
	vec3_t lightmapOrigin;                  /* also used for flares */
	vec3_t lightmapVecs[ 3 ];               /* also used for flares */
	int lightStyle;                         /* used for flares */

	/* ydnar: per-surface (per-entity, actually) lightmap sample size scaling */
	float lightmapScale;

	/* jal: per-surface (per-entity, actually) shadeangle */
	float shadeAngleDegrees;

	/* ydnar: surface classification */
	vec3_t mins, maxs;
	vec3_t lightmapAxis;
	int sampleSize;

	/* ydnar: shadow group support */
	int castShadows, recvShadows;

	/* ydnar: texture coordinate range monitoring for hardware with limited texcoord precision (in texel space) */
	float bias[ 2 ];
	int texMins[ 2 ], texMaxs[ 2 ], texRange[ 2 ];

	/* ydnar: for patches */
	float longestCurve;
	int maxIterations;
	int patchWidth, patchHeight;
	vec3_t bounds[ 2 ];

	/* ydnar/sd: for foliage */
	int numFoliageInstances;

	/* ydnar: editor/useful numbering */
	int entityNum;
	int surfaceNum;
}
mapDrawSurface_t;


typedef struct drawSurfRef_s
{
	struct drawSurfRef_s    *nextRef;
	int outputNum;
}
drawSurfRef_t;


/* ydnar: metasurfaces are constructed from lists of metatriangles so they can be merged in the best way */
typedef struct metaTriangle_s
{
	shaderInfo_t        *si;
	side_t              *side;
	int entityNum, surfaceNum, planeNum, fogNum, sampleSize, castShadows, recvShadows;
	float shadeAngleDegrees;
	vec4_t plane;
	vec3_t lightmapAxis;
	int indexes[ 3 ];
}
metaTriangle_t;


typedef struct epair_s
{
	struct epair_s      *next;
	char                *key, *value;
}
epair_t;


typedef struct
{
	vec3_t origin;
	brush_t             *brushes, *lastBrush, *colorModBrushes;
	parseMesh_t         *patches;
	int mapEntityNum, firstDrawSurf;
	int firstBrush, numBrushes;                     /* only valid during BSP compile */
	epair_t             *epairs;
	vec3_t originbrush_origin;
}
entity_t;


typedef struct node_s
{
	/* both leafs and nodes */
	int planenum;                       /* -1 = leaf node */
	struct node_s       *parent;
	vec3_t mins, maxs;                  /* valid after portalization */
	brush_t             *volume;        /* one for each leaf/node */

	/* nodes only */
	side_t              *side;          /* the side that created the node */
	struct node_s       *children[ 2 ];
	int compileFlags;                   /* ydnar: hint, antiportal */
	int tinyportals;
	vec3_t referencepoint;

	/* leafs only */
	qboolean opaque;                    /* view can never be inside */
	qboolean areaportal;
	qboolean skybox;                    /* ydnar: a skybox leaf */
	qboolean sky;                       /* ydnar: a sky leaf */
	int cluster;                        /* for portalfile writing */
	int area;                           /* for areaportals */
	brush_t             *brushlist;     /* fragments of all brushes in this leaf */
	drawSurfRef_t       *drawSurfReferences;

	int occupied;                       /* 1 or greater can reach entity */
	entity_t            *occupant;      /* for leak file testing */

	struct portal_s     *portals;       /* also on nodes during construction */

	qboolean has_structural_children;
}
node_t;


typedef struct portal_s
{
	plane_t plane;
	node_t              *onnode;        /* NULL = outside box */
	node_t              *nodes[ 2 ];    /* [ 0 ] = front side of plane */
	struct portal_s     *next[ 2 ];
	winding_t           *winding;

	qboolean sidefound;                 /* false if ->side hasn't been checked */
	int compileFlags;                   /* from original face that caused the split */
	side_t              *side;          /* NULL = non-visible */
}
portal_t;


typedef struct
{
	node_t              *headnode;
	node_t outside_node;
	vec3_t mins, maxs;
}
tree_t;



/* -------------------------------------------------------------------------------

   vis structures

   ------------------------------------------------------------------------------- */

typedef struct
{
	vec3_t normal;
	float dist;
}
visPlane_t;


typedef struct
{
	int numpoints;
	vec3_t points[ MAX_POINTS_ON_FIXED_WINDING ];                   /* variable sized */
}
fixedWinding_t;


typedef struct passage_s
{
	struct passage_s    *next;
	byte cansee[ 1 ];                   /* all portals that can be seen through this passage */
} passage_t;


typedef enum
{
	stat_none,
	stat_working,
	stat_done
}
vstatus_t;


typedef struct
{
	int num;
	qboolean hint;                      /* true if this portal was created from a hint splitter */
	qboolean sky;                       /* true if this portal belongs to a sky leaf */
	qboolean removed;
	visPlane_t plane;                   /* normal pointing into neighbor */
	int leaf;                           /* neighbor */

	vec3_t origin;                      /* for fast clip testing */
	float radius;

	fixedWinding_t      *winding;
	vstatus_t status;
	byte                *portalfront;   /* [portals], preliminary */
	byte                *portalflood;   /* [portals], intermediate */
	byte                *portalvis;     /* [portals], final */

	int nummightsee;                    /* bit count on portalflood for sort */
	passage_t           *passages;      /* there are just as many passages as there */
	                                    /* are portals in the leaf this portal leads */
}
vportal_t;


typedef struct leaf_s
{
	int numportals;
	int merged;
	vportal_t           *portals[MAX_PORTALS_ON_LEAF];
}
leaf_t;


typedef struct pstack_s
{
	byte mightsee[ MAX_PORTALS / 8 ];
	struct pstack_s     *next;
	leaf_t              *leaf;
	vportal_t           *portal;        /* portal exiting */
	fixedWinding_t      *source;
	fixedWinding_t      *pass;

	fixedWinding_t windings[ 3 ];       /* source, pass, temp in any order */
	int freewindings[ 3 ];

	visPlane_t portalplane;
	int depth;
#ifdef SEPERATORCACHE
	visPlane_t seperators[ 2 ][ MAX_SEPERATORS ];
	int numseperators[ 2 ];
#endif
}
pstack_t;


typedef struct
{
	vportal_t           *base;
	int c_chains;
	pstack_t pstack_head;
}
threaddata_t;



/* -------------------------------------------------------------------------------

   light structures

   ------------------------------------------------------------------------------- */

/* ydnar: new light struct with flags */
typedef struct light_s
{
	struct light_s      *next;

	int type;
	int flags;                          /* ydnar: condensed all the booleans into one flags int */
	shaderInfo_t        *si;

	vec3_t origin;
	vec3_t normal;                      /* for surfaces, spotlights, and suns */
	float dist;                         /* plane location along normal */

	float photons;
	int style;
	vec3_t color;
	float radiusByDist;                 /* for spotlights */
	float fade;                         /* ydnar: from wolf, for linear lights */
	float angleScale;                   /* ydnar: stolen from vlight for K */
	float extraDist;                    /* "extra dimension" distance of the light, to kill hot spots */

	float add;                          /* ydnar: used for area lights */
	float envelope;                     /* ydnar: units until falloff < tolerance */
	float envelope2;                    /* ydnar: envelope squared (tiny optimization) */
	vec3_t mins, maxs;                  /* ydnar: pvs envelope */
	int cluster;                        /* ydnar: cluster light falls into */

	winding_t           *w;
	vec3_t emitColor;                   /* full out-of-gamut value */

	float falloffTolerance;                 /* ydnar: minimum attenuation threshold */
	float filterRadius;                 /* ydnar: lightmap filter radius in world units, 0 == default */
}
light_t;


typedef struct
{
	/* constant input */
	qboolean testOcclusion, forceSunlight, testAll;
	int recvShadows;

	int numSurfaces;
	int                 *surfaces;

	int numLights;
	light_t             **lights;

	qboolean twoSided;

	/* per-sample input */
	int cluster;
	vec3_t origin, normal;
	vec_t inhibitRadius;                /* sphere in which occluding geometry is ignored */

	/* per-light input */
	light_t             *light;
	vec3_t end;

	/* calculated input */
	vec3_t displacement, direction;
	vec_t distance;

	/* input and output */
	vec3_t color;                       /* starts out at full color, may be reduced if transparent surfaces are crossed */
	vec3_t colorNoShadow;               /* result color with no shadow casting */
	vec3_t directionContribution;              /* result contribution to the deluxe map */

	/* output */
	vec3_t hit;
	int compileFlags;                   /* for determining surface compile flags traced through */
	qboolean passSolid;
	qboolean opaque;
	vec_t forceSubsampling;           /* needs subsampling (alphashadow), value = max color contribution possible from it */

	/* working data */
	int numTestNodes;
	int testNodes[ MAX_TRACE_TEST_NODES ];
}
trace_t;



/* must be identical to bspDrawVert_t except for float color! */
typedef struct
{
	vec3_t xyz;
	float st[ 2 ];
	float lightmap[ MAX_LIGHTMAPS ][ 2 ];
	vec3_t normal;
	float color[ MAX_LIGHTMAPS ][ 4 ];
}
radVert_t;


typedef struct
{
	int numVerts;
	radVert_t verts[ MAX_POINTS_ON_WINDING ];
}
radWinding_t;


/* crutch for poor local allocations in win32 smp */
typedef struct
{
	vec_t dists[ MAX_POINTS_ON_WINDING + 4 ];
	int sides[ MAX_POINTS_ON_WINDING + 4 ];
}
clipWork_t;


/* ydnar: new lightmap handling code */
typedef struct outLightmap_s
{
	int lightmapNum, extLightmapNum;
	int customWidth, customHeight;
	int numLightmaps;
	int freeLuxels;
	int numShaders;
	shaderInfo_t        *shaders[ MAX_LIGHTMAP_SHADERS ];
	byte                *lightBits;
	byte                *bspLightBytes;
	byte                *bspDirBytes;
}
outLightmap_t;


typedef struct rawLightmap_s
{
	qboolean finished, splotchFix, wrap[ 2 ];
	int customWidth, customHeight;
	float brightness;
	float filterRadius;

	int firstLightSurface, numLightSurfaces;                        /* index into lightSurfaces */
	int numLightClusters, *lightClusters;

	int sampleSize, actualSampleSize, axisNum;

	/* vortex: per-surface floodlight */
	float floodlightDirectionScale;
	vec3_t floodlightRGB;
	float floodlightIntensity;
	float floodlightDistance;

	int entityNum;
	int recvShadows;
	vec3_t mins, maxs, axis, origin, *vecs;
	float                   *plane;
	int w, h, sw, sh, used;

	qboolean solid[ MAX_LIGHTMAPS ];
	vec3_t solidColor[ MAX_LIGHTMAPS ];

	int numStyledTwins;
	struct rawLightmap_s    *twins[ MAX_LIGHTMAPS ];

	int outLightmapNums[ MAX_LIGHTMAPS ];
	int twinNums[ MAX_LIGHTMAPS ];
	int lightmapX[ MAX_LIGHTMAPS ], lightmapY[ MAX_LIGHTMAPS ];
	byte styles[ MAX_LIGHTMAPS ];
	float                   *bspLuxels[ MAX_LIGHTMAPS ];
	float                   *radLuxels[ MAX_LIGHTMAPS ];
	float                   *superLuxels[ MAX_LIGHTMAPS ];
	unsigned char               *superFlags;
	float                   *superOrigins;
	float                   *superNormals;
	int                     *superClusters;

	float                   *superDeluxels; /* average light direction */
	float                   *bspDeluxels;
	float                   *superFloodLight;
}
rawLightmap_t;


typedef struct rawGridPoint_s
{
	vec3_t ambient[ MAX_LIGHTMAPS ];
	vec3_t directed[ MAX_LIGHTMAPS ];
	vec3_t dir;
	byte styles[ MAX_LIGHTMAPS ];
}
rawGridPoint_t;


typedef struct surfaceInfo_s
{
	int modelindex;
	shaderInfo_t        *si;
	rawLightmap_t       *lm;
	int parentSurfaceNum, childSurfaceNum;
	int entityNum, castShadows, recvShadows, sampleSize, patchIterations;
	float longestCurve;
	float               *plane;
	vec3_t axis, mins, maxs;
	qboolean hasLightmap, approximated;
	int firstSurfaceCluster, numSurfaceClusters;
}
surfaceInfo_t;

/* -------------------------------------------------------------------------------

   prototypes

   ------------------------------------------------------------------------------- */

/* main.c */
vec_t                       Random( void );
char                        *Q_strncpyz( char *dst, const char *src, size_t len );
char                        *Q_strcat( char *dst, size_t dlen, const char *src );
char                        *Q_strncat( char *dst, size_t dlen, const char *src, size_t slen );
int                         ShiftBSPMain( int argc, char **argv );

/* help.c */
void                        HelpMain(const char* arg);

/* path_init.c */
game_t                      *GetGame( char *arg );
void                        InitPaths( int *argc, char **argv );


/* fixaas.c */
int                         FixAASMain( int argc, char **argv );


/* bsp.c */
int                         BSPMain( int argc, char **argv );


/* bsp_analyze.c */
int                         AnalyzeBSPMain( int argc, char **argv );


/* bsp_info.c */
int                         BSPInfoMain( int count, char **fileNames );

/* bsp_scale.c */
int                         ScaleBSPMain( int argc, char **argv );

/* minimap.c */
int                         MiniMapBSPMain( int argc, char **argv );

/* convert_bsp.c */
int                         ConvertBSPMain( int argc, char **argv );


/* convert_map.c */
int                         ConvertBSPToMap( char *bspName );
int                         ConvertBSPToMap_BP( char *bspName );

/* convert_ase.c */
int                         ConvertBSPToASE( char *bspName );

/* convert_obj.c */
int                         ConvertBSPToOBJ( char *bspName );

/* brush.c */
sideRef_t                   *AllocSideRef( side_t *side, sideRef_t *next );
int                         CountBrushList( brush_t *brushes );
brush_t                     *AllocBrush( int numsides );
void                        FreeBrush( brush_t *brushes );
void                        FreeBrushList( brush_t *brushes );
brush_t                     *CopyBrush( brush_t *brush );
qboolean                    BoundBrush( brush_t *brush );
qboolean                    CreateBrushWindings( brush_t *brush );
brush_t                     *BrushFromBounds( vec3_t mins, vec3_t maxs );
vec_t                       BrushVolume( brush_t *brush );
void                        WriteBSPBrushMap( char *name, brush_t *list );

void                        FilterDetailBrushesIntoTree( entity_t *e, tree_t *tree );
void                        FilterStructuralBrushesIntoTree( entity_t *e, tree_t *tree );

int                         BoxOnPlaneSide( vec3_t mins, vec3_t maxs, plane_t *plane );
qboolean                    WindingIsTiny( winding_t *w );

void                        SplitBrush( brush_t *brush, int planenum, brush_t **front, brush_t **back );

tree_t                      *AllocTree( void );
node_t                      *AllocNode( void );


/* mesh.c */
void                        LerpDrawVert( bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *out );
void                        LerpDrawVertAmount( bspDrawVert_t *a, bspDrawVert_t *b, float amount, bspDrawVert_t *out );
void                        FreeMesh( mesh_t *m );
mesh_t                      *CopyMesh( mesh_t *mesh );
void                        PrintMesh( mesh_t *m );
mesh_t                      *TransposeMesh( mesh_t *in );
void                        InvertMesh( mesh_t *m );
mesh_t                      *SubdivideMesh( mesh_t in, float maxError, float minLength );
int                         IterationsForCurve( float len, int subdivisions );
mesh_t                      *SubdivideMesh2( mesh_t in, int iterations );
mesh_t                      *SubdivideMeshQuads( mesh_t *in, float minLength, int maxsize, int *widthtable, int *heighttable );
mesh_t                      *RemoveLinearMeshColumnsRows( mesh_t *in );
void                        MakeMeshNormals( mesh_t in );
void                        PutMeshOnCurve( mesh_t in );

void                        MakeNormalVectors( vec3_t forward, vec3_t right, vec3_t up );


/* map.c */
void                        LoadMapFile( char *filename, qboolean onlyLights, qboolean noCollapseGroups );
int                         FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );
qboolean					PlaneEqual( plane_t *p, vec3_t normal, vec_t dist );
int                         PlaneTypeForNormal( vec3_t normal );
void                        AddBrushBevels( void );
brush_t                     *FinishBrush( qboolean noCollapseGroups );


/* portals.c */
void                        MakeHeadnodePortals( tree_t *tree );
void                        MakeNodePortal( node_t *node );
void                        SplitNodePortals( node_t *node );

qboolean                    PortalPassable( portal_t *p );

#define FLOODENTITIES_LEAKED 1
#define FLOODENTITIES_GOOD 0
#define FLOODENTITIES_EMPTY -1
int                     FloodEntities( tree_t *tree );
void                        FillOutside( node_t *headnode );
void                        FloodAreas( tree_t *tree );
face_t                      *VisibleFaces( entity_t *e, tree_t *tree );
void                        FreePortal( portal_t *p );

void                        MakeTreePortals( tree_t *tree );


/* leakfile.c */
xmlNodePtr                  LeakFile( tree_t *tree, const char *lineFilePath );


/* prtfile.c */
void                        NumberClusters( tree_t *tree );
void                        WritePortalFile( tree_t *tree, const char *portalFilePath );


/* writebsp.c */
void                        SetModelNumbers( void );
void                        SetLightStyles( void );

int                         EmitShader( const char *shader, int *contentFlags, int *surfaceFlags );

void                        BeginBSPFile( void );
void                        EndBSPFile( qboolean do_write, const char *BSPFilePath, const char *surfaceFilePath );
void                        EmitBrushes( brush_t *brushes, int *firstBrush, int *numBrushes );
void                        EmitFogs( void );

void                        BeginModel( void );
void                        EndModel( entity_t *e, node_t *headnode );


/* tree.c */
void                        FreeTree( tree_t *tree );
void                        FreeTree_r( node_t *node );
void                        PrintTree_r( node_t *node, int depth );
void                        FreeTreePortals_r( node_t *node );


/* patch.c */
void                        ParsePatch( qboolean onlyLights );
mesh_t                      *SubdivideMesh( mesh_t in, float maxError, float minLength );
void                        PatchMapDrawSurfs( entity_t *e );
void                        TriangulatePatchSurface( entity_t *e, mapDrawSurface_t *ds );


/* tjunction.c */
void                        FixTJunctions( entity_t *e );


/* fog.c */
winding_t                   *WindingFromDrawSurf( mapDrawSurface_t *ds );
void                        FogDrawSurfaces( entity_t *e );
int                         FogForPoint( vec3_t point, float epsilon );
int                         FogForBounds( vec3_t mins, vec3_t maxs, float epsilon );
void                        CreateMapFogs( void );


/* facebsp.c */
face_t                      *MakeStructuralBSPFaceList( brush_t *list );
face_t                      *MakeVisibleBSPFaceList( brush_t *list );
tree_t                      *FaceBSP( face_t *list );


/* model.c */
void                        PicoPrintFunc( int level, const char *str );
void                        PicoLoadFileFunc( const char *name, byte **buffer, int *bufSize );
picoModel_t                 *FindModel( const char *name, int frame );
picoModel_t                 *LoadModel( const char *name, int frame );
void                        InsertModel( const char *name, int skin, int frame, m4x4_t transform, remap_t *remap, shaderInfo_t *celShader, int eNum, int castShadows, int recvShadows, int spawnFlags, float lightmapScale, int lightmapSampleSize, float shadeAngle, float clipDepth );
void                        AddTriangleModels( entity_t *e );


/* surface.c */
mapDrawSurface_t            *AllocDrawSurface( surfaceType_t type );
void                        FinishSurface( mapDrawSurface_t *ds );
void                        StripFaceSurface( mapDrawSurface_t *ds );
void                        MaxAreaFaceSurface( mapDrawSurface_t *ds );
qboolean                    CalcSurfaceTextureRange( mapDrawSurface_t *ds );
qboolean                    CalcLightmapAxis( vec3_t normal, vec3_t axis );
void                        ClassifySurfaces( int numSurfs, mapDrawSurface_t *ds );
void                        ClassifyEntitySurfaces( entity_t *e );
void                        TidyEntitySurfaces( entity_t *e );
mapDrawSurface_t            *CloneSurface( mapDrawSurface_t *src, shaderInfo_t *si );
mapDrawSurface_t            *MakeCelSurface( mapDrawSurface_t *src, shaderInfo_t *si );
qboolean                    IsTriangleDegenerate( bspDrawVert_t *points, int a, int b, int c );
void                        ClearSurface( mapDrawSurface_t *ds );
void                        AddEntitySurfaceModels( entity_t *e );
mapDrawSurface_t            *DrawSurfaceForSide( entity_t *e, brush_t *b, side_t *s, winding_t *w );
mapDrawSurface_t            *DrawSurfaceForMesh( entity_t *e, parseMesh_t *p, mesh_t *mesh );
mapDrawSurface_t            *DrawSurfaceForFlare( int entNum, vec3_t origin, vec3_t normal, vec3_t color, const char *flareShader, int lightStyle );
mapDrawSurface_t            *DrawSurfaceForShader( char *shader );
void                        ClipSidesIntoTree( entity_t *e, tree_t *tree );
void                        MakeDebugPortalSurfs( tree_t *tree );
void                        MakeFogHullSurfs( entity_t *e, tree_t *tree, char *shader );
void                        SubdivideFaceSurfaces( entity_t *e, tree_t *tree );
void                        AddEntitySurfaceModels( entity_t *e );
int                         AddSurfaceModels( mapDrawSurface_t *ds );
void                        FilterDrawsurfsIntoTree( entity_t *e, tree_t *tree );
void                        EmitPatchSurface( entity_t *e, mapDrawSurface_t *ds );
void                        EmitTriangleSurface( mapDrawSurface_t *ds );


/* surface_fur.c */
void                        Fur( mapDrawSurface_t *src );


/* surface_foliage.c */
void                        Foliage( mapDrawSurface_t *src );


/* ydnar: surface_meta.c */
void                        ClearMetaTriangles( void );
int                         FindMetaTriangle( metaTriangle_t *src, bspDrawVert_t *a, bspDrawVert_t *b, bspDrawVert_t *c, int planeNum );
void                        MakeEntityMetaTriangles( entity_t *e );
void                        FixMetaTJunctions( void );
void                        SmoothMetaTriangles( void );
void                        MergeMetaTriangles( void );
void                        EmitMetaStats(); // vortex: print meta statistics even in no-verbose mode


/* surface_extra.c */
void                        SetDefaultSampleSize( int sampleSize );

void                        SetSurfaceExtra( mapDrawSurface_t *ds, int num );

shaderInfo_t                *GetSurfaceExtraShaderInfo( int num );
int                         GetSurfaceExtraParentSurfaceNum( int num );
int                         GetSurfaceExtraEntityNum( int num );
int                         GetSurfaceExtraCastShadows( int num );
int                         GetSurfaceExtraRecvShadows( int num );
int                         GetSurfaceExtraSampleSize( int num );
int                         GetSurfaceExtraMinSampleSize( int num );
float                       GetSurfaceExtraLongestCurve( int num );
void                        GetSurfaceExtraLightmapAxis( int num, vec3_t lightmapAxis );

void                        WriteSurfaceExtraFile( const char *surfaceFilePath );
void                        LoadSurfaceExtraFile( const char *surfaceFilePath );


/* decals.c */
void                        ProcessDecals( void );
void                        MakeEntityDecals( entity_t *e );

/* map.c */
void                        TextureAxisFromPlane( plane_t *pln, vec3_t xv, vec3_t yv );

/* brush_primit.c */
void                        ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY );


/* vis.c */
fixedWinding_t              *NewFixedWinding( int points );
int                         VisMain( int argc, char **argv );

/* visflow.c */
int                         CountBits( byte *bits, int numbits );
void                        PassageFlow( int portalnum );
void                        CreatePassages( int portalnum );
void                        PassageMemory( void );
void                        BasePortalVis( int portalnum );
void                        BetterPortalVis( int portalnum );
void                        PortalFlow( int portalnum );
void                        PassagePortalFlow( int portalnum );



/* light.c  */
float                       PointToPolygonFormFactor( const vec3_t point, const vec3_t normal, const winding_t *w );
int                         LightContributionToSample( trace_t *trace );
void LightingAtSample( trace_t * trace, byte styles[ MAX_LIGHTMAPS ], vec3_t colors[ MAX_LIGHTMAPS ] );
int                         LightContributionToPoint( trace_t *trace );
int                         LightMain( int argc, char **argv );


/* light_trace.c */
void                        SetupTraceNodes( void );
void                        TraceLine( trace_t *trace );
float                       SetupTrace( trace_t *trace );


/* light_bounce.c */
qboolean RadSampleImage( byte * pixels, int width, int height, float st[ 2 ], float color[ 4 ] );
void                        RadLightForTriangles( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
void                        RadLightForPatch( int num, int lightmapNum, rawLightmap_t *lm, shaderInfo_t *si, float scale, float subdivide, clipWork_t *cw );
void                        RadCreateDiffuseLights( void );
void                        RadFreeLights();


/* light_ydnar.c */
void                        ColorToBytes( const float *color, byte *colorBytes, float scale );
void                        ColorToBytesNonZero( const float *color, byte *colorBytes, float scale );
void                        SmoothNormals( void );

void                        MapRawLightmap( int num );

void                        SetupDirt();
float                       DirtForSample( trace_t *trace );
void                        DirtyRawLightmap( int num );

void                        SetupFloodLight();
void                        FloodlightRawLightmaps();
void                        FloodlightIlluminateLightmap( rawLightmap_t *lm );
float                       FloodLightForSample( trace_t *trace, float floodLightDistance, qboolean floodLightLowQuality );
void                        FloodLightRawLightmap( int num );

void                        IlluminateRawLightmap( int num );
void                        IlluminateVertexes( int num );

void                        SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all );
void                        SetupBrushes( void );
void                        SetupClusters( void );
qboolean                    ClusterVisible( int a, int b );
qboolean                    ClusterVisibleToPoint( vec3_t point, int cluster );
int                         ClusterForPoint( vec3_t point );
int                         ClusterForPointExt( vec3_t point, float epsilon );
int                         ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters );
int                         ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags );
void                        SetupEnvelopes( qboolean forGrid, qboolean fastFlag );
void                        FreeTraceLights( trace_t *trace );
void                        CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace );
void                        CreateTraceLightsForSurface( int num, trace_t *trace );


/* lightmaps_ydnar.c */
void                        ExportLightmaps( void );

int                         ExportLightmapsMain( int argc, char **argv );
int                         ImportLightmapsMain( int argc, char **argv );

void                        SetupSurfaceLightmaps( void );
void                        StitchSurfaceLightmaps( void );
void                        StoreSurfaceLightmaps( qboolean fastAllocate, qboolean storeForReal );


/* exportents.c */
void                        ExportEntities( void );
int                         ExportEntitiesMain( int argc, char **argv );


/* image.c */
void                        ImageFree( image_t *image );
image_t                     *ImageFind( const char *filename );
image_t                     *ImageLoad( const char *filename );


/* shaders.c */
void                        ColorMod( colorMod_t *am, int numVerts, bspDrawVert_t *drawVerts );

void TCMod( tcMod_t mod, float st[ 2 ] );
void                        TCModIdentity( tcMod_t mod );
void                        TCModMultiply( tcMod_t a, tcMod_t b, tcMod_t out );
void                        TCModTranslate( tcMod_t mod, float s, float t );
void                        TCModScale( tcMod_t mod, float s, float t );
void                        TCModRotate( tcMod_t mod, float euler );

qboolean                    ApplySurfaceParm( char *name, int *contentFlags, int *surfaceFlags, int *compileFlags );

void                        BeginMapShaderFile( const char *mapFile );
void                        WriteMapShaderFile( void );
shaderInfo_t                *CustomShader( shaderInfo_t *si, char *find, char *replace );
void                        EmitVertexRemapShader( char *from, char *to );

void                        LoadShaderInfo( void );
shaderInfo_t                *ShaderInfoForShader( const char *shader );
shaderInfo_t                *ShaderInfoForShaderNull( const char *shader );


/* bspfile_abstract.c */
void                        SetGridPoints( int n );
void                        SetDrawVerts( int n );
void                        IncDrawVerts();
void                        SetDrawSurfaces( int n );
void                        SetDrawSurfacesBuffer();
void                        BSPFilesCleanup();

void                        SwapBlock( int *block, int size );

int                         GetLumpElements( bspHeader_t *header, int lump, int size );
void                        *GetLump( bspHeader_t *header, int lump );
int                         CopyLump( bspHeader_t *header, int lump, void *dest, int size );
int                         CopyLump_Allocate( bspHeader_t *header, int lump, void **dest, int size, int *allocationVariable );
void                        AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );

void                        LoadBSPFile( const char *filename );
void                        PartialLoadBSPFile( const char *filename );
void                        WriteBSPFile( const char *filename );
void                        PrintBSPFileSizes( void );

void                        WriteTexFile( char *name );
void                        LoadSurfaceFlags( char *filename );
int                         GetSurfaceParm( const char *tex );
void                        RestoreSurfaceFlags( char *filename );

epair_t                     *ParseEPair( void );
void                        ParseEntities( void );
void                        UnparseEntities( void );
void                        PrintEntity( const entity_t *ent );
void                        SetKeyValue( entity_t *ent, const char *key, const char *value );
qboolean                    KeyExists( const entity_t *ent, const char *key ); /* VorteX: check if key exists */
const char                  *ValueForKey( const entity_t *ent, const char *key );
int                         IntForKey( const entity_t *ent, const char *key );
vec_t                       FloatForKey( const entity_t *ent, const char *key );
qboolean                    GetVectorForKey( const entity_t *ent, const char *key, vec3_t vec );
entity_t                    *FindTargetEntity( const char *target );
void                        GetEntityShadowFlags( const entity_t *ent, const entity_t *ent2, int *castShadows, int *recvShadows );
void InjectCommandLine( char **argv, int beginArgs, int endArgs );



/* bspfile_ibsp.c */
void                        LoadIBSPFile( const char *filename );
void                        WriteIBSPFile( const char *filename );
void						PartialLoadIBSPFile( const char *filename );



/* bspfile_rbsp.c */
void                        LoadRBSPFile( const char *filename );
void                        WriteRBSPFile( const char *filename );



/* -------------------------------------------------------------------------------

   bsp/general global variables

   ------------------------------------------------------------------------------- */

/* game support */
Q_EXTERN game_t games[]
#ifndef MAIN_C
;
#else
	=
	{
								#include "game_quake3.h"
	,
								#include "game_nexuiz.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_oa.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_q3rally.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_quakelive.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_reaction.h" /* must be after game_quake3.h */
	,
								#include "game_smokinguns.h" /* must be after game_quake3.h */
	,
								#include "game_tremulous.h" /*LinuxManMikeC: must be after game_quake3.h, depends on #define's set in it */
	,
								#include "game_unvanquished.h" /* must be after game_tremulous.h as they share defines! */
	,
								#include "game_wop.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_xonotic.h" /* must be after game_quake3.h as they share defines! */
	,
								#include "game_tenebrae.h"
	,
								#include "game_wolf.h"
	,
								#include "game_wolfet.h" /* must be after game_wolf.h as they share defines! */
	,
								#include "game_etut.h"
	,
								#include "game_ef.h"
	,
								#include "game_sof2.h"
	,
								#include "game_jk2.h"   /* must be after game_sof2.h as they share defines! */
	,
								#include "game_ja.h"    /* must be after game_jk2.h as they share defines! */
	,
								#include "game_qfusion.h"   /* qfusion game */
	,
								#include "game_warsow.h" /* must be after game_qfusion.h as they share defines! */
	,
								#include "game_warfork.h" /* must be after game_qfusion.h as they share defines! */
	,
								#include "game_darkplaces.h" /* darkplaces q1 engine */
	,
								#include "game_dq.h" /* deluxe quake game ( darkplaces q1 engine) */
	,
								#include "game_prophecy.h"  /* vortex: prophecy game ( darkplaces q1 engine) */
	,
								#include "game__null.h" /* null game (must be last item) */
	};
#endif
Q_EXTERN game_t             *game Q_ASSIGN( &games[ 0 ] );


/* general */
Q_EXTERN int numImages Q_ASSIGN( 0 );
Q_EXTERN image_t images[ MAX_IMAGES ];

Q_EXTERN int numPicoModels Q_ASSIGN( 0 );
Q_EXTERN picoModel_t        *picoModels[ MAX_MODELS ];

Q_EXTERN shaderInfo_t       *shaderInfo Q_ASSIGN( NULL );
Q_EXTERN int numShaderInfo Q_ASSIGN( 0 );
Q_EXTERN int numVertexRemaps Q_ASSIGN( 0 );

Q_EXTERN surfaceParm_t custSurfaceParms[ MAX_CUST_SURFACEPARMS ];
Q_EXTERN int numCustSurfaceParms Q_ASSIGN( 0 );

Q_EXTERN char mapName[ MAX_QPATH ];                 /* ydnar: per-map custom shaders for larger lightmaps */
Q_EXTERN char mapShaderFile[ 1024 ];
Q_EXTERN qboolean warnImage Q_ASSIGN( qtrue );

/* ydnar: sinusoid samples */
Q_EXTERN float jitters[ MAX_JITTERS ];

/*can't code*/
Q_EXTERN qboolean doingBSP Q_ASSIGN( qfalse );

/* commandline arguments */
Q_EXTERN qboolean verboseEntities Q_ASSIGN( qfalse );
Q_EXTERN qboolean force Q_ASSIGN( qfalse );
Q_EXTERN qboolean infoMode Q_ASSIGN( qfalse );
Q_EXTERN qboolean useCustomInfoParms Q_ASSIGN( qfalse );
Q_EXTERN qboolean noprune Q_ASSIGN( qfalse );
Q_EXTERN qboolean leaktest Q_ASSIGN( qfalse );
Q_EXTERN qboolean nodetail Q_ASSIGN( qfalse );
Q_EXTERN qboolean nosubdivide Q_ASSIGN( qfalse );
Q_EXTERN qboolean notjunc Q_ASSIGN( qfalse );
Q_EXTERN qboolean fulldetail Q_ASSIGN( qfalse );
Q_EXTERN qboolean nowater Q_ASSIGN( qfalse );
Q_EXTERN qboolean noCurveBrushes Q_ASSIGN( qfalse );
Q_EXTERN qboolean fakemap Q_ASSIGN( qfalse );
Q_EXTERN qboolean coplanar Q_ASSIGN( qfalse );
Q_EXTERN qboolean nofog Q_ASSIGN( qfalse );
Q_EXTERN qboolean noHint Q_ASSIGN( qfalse );                        /* ydnar */
Q_EXTERN qboolean renameModelShaders Q_ASSIGN( qfalse );            /* ydnar */
Q_EXTERN qboolean skyFixHack Q_ASSIGN( qfalse );                    /* ydnar */
Q_EXTERN qboolean bspAlternateSplitWeights Q_ASSIGN( qfalse );                      /* 27 */
Q_EXTERN qboolean deepBSP Q_ASSIGN( qfalse );                   /* div0 */
Q_EXTERN qboolean maxAreaFaceSurface Q_ASSIGN( qfalse );                    /* divVerent */
Q_EXTERN qboolean nocmdline Q_ASSIGN( qfalse );

Q_EXTERN int patchSubdivisions Q_ASSIGN( 8 );                       /* ydnar: -patchmeta subdivisions */

Q_EXTERN int maxLMSurfaceVerts Q_ASSIGN( 64 );                      /* ydnar */
Q_EXTERN int maxSurfaceVerts Q_ASSIGN( 999 );                       /* ydnar */
Q_EXTERN int maxSurfaceIndexes Q_ASSIGN( 6000 );                    /* ydnar */
Q_EXTERN float npDegrees Q_ASSIGN( 0.0f );                          /* ydnar: nonplanar degrees */
Q_EXTERN int bevelSnap Q_ASSIGN( 0 );                               /* ydnar: bevel plane snap */
Q_EXTERN int texRange Q_ASSIGN( 0 );
Q_EXTERN qboolean flat Q_ASSIGN( qfalse );
Q_EXTERN qboolean meta Q_ASSIGN( qfalse );
Q_EXTERN qboolean patchMeta Q_ASSIGN( qfalse );
Q_EXTERN qboolean emitFlares Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugSurfaces Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugInset Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugPortals Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugClip Q_ASSIGN( qfalse );			/* debug model autoclipping */
Q_EXTERN float clipDepthGlobal Q_ASSIGN( 2.0f );
Q_EXTERN qboolean lightmapTriangleCheck Q_ASSIGN( qfalse );
Q_EXTERN qboolean lightmapExtraVisClusterNudge Q_ASSIGN( qfalse );
Q_EXTERN qboolean lightmapFill Q_ASSIGN( qfalse );
Q_EXTERN qboolean backsplashArea Q_ASSIGN( qfalse );
Q_EXTERN int metaAdequateScore Q_ASSIGN( -1 );
Q_EXTERN int metaGoodScore Q_ASSIGN( -1 );
Q_EXTERN float metaMaxBBoxDistance Q_ASSIGN( -1 );
Q_EXTERN qboolean noob Q_ASSIGN( qfalse );

#if Q3MAP2_EXPERIMENTAL_SNAP_NORMAL_FIX
// Increasing the normalEpsilon to compensate for new logic in SnapNormal(), where
// this epsilon is now used to compare against 0 components instead of the 1 or -1
// components.  Unfortunately, normalEpsilon is also used in PlaneEqual().  So changing
// this will affect anything that calls PlaneEqual() as well (which are, at the time
// of this writing, FindFloatPlane() and AddBrushBevels()).
Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00005 );
#else
Q_EXTERN double normalEpsilon Q_ASSIGN( 0.00001 );
#endif

#if Q3MAP2_EXPERIMENTAL_HIGH_PRECISION_MATH_FIXES
// NOTE: This distanceEpsilon is too small if parts of the map are at maximum world
// extents (in the range of plus or minus 2^16).  The smallest epsilon at values
// close to 2^16 is about 0.007, which is greater than distanceEpsilon.  Therefore,
// maps should be constrained to about 2^15, otherwise slightly undesirable effects
// may result.  The 0.01 distanceEpsilon used previously is just too coarse in my
// opinion.  The real fix for this problem is to have 64 bit distances and then make
// this epsilon even smaller, or to constrain world coordinates to plus minus 2^15
// (or even 2^14).
Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.005 );
#else
Q_EXTERN double distanceEpsilon Q_ASSIGN( 0.01 );
#endif


/* bsp */
Q_EXTERN int numMapEntities Q_ASSIGN( 0 );

Q_EXTERN int blockSize[ 3 ]                                 /* should be the same as in radiant */
#ifndef MAIN_C
;
#else
	= { 1024, 1024, 1024 };
#endif

Q_EXTERN char EnginePath[ 1024 ];

Q_EXTERN char name[ 1024 ];
Q_EXTERN char source[ 1024 ];
Q_EXTERN char outbase[ 32 ];

Q_EXTERN int sampleSize;                                    /* lightmap sample size in units */
Q_EXTERN int minSampleSize;                                 /* minimum sample size to use at all */
Q_EXTERN int sampleScale;                                   /* vortex: lightmap sample scale (ie quality)*/

Q_EXTERN int mapEntityNum Q_ASSIGN( 0 );

Q_EXTERN int entitySourceBrushes;

Q_EXTERN plane_t            *mapplanes Q_ASSIGN( NULL );  /* mapplanes[ num ^ 1 ] will always be the mirror or mapplanes[ num ] */
Q_EXTERN int nummapplanes Q_ASSIGN( 0 );                    /* nummapplanes will always be even */
Q_EXTERN int allocatedmapplanes Q_ASSIGN( 0 );
Q_EXTERN int numMapPatches;
Q_EXTERN vec3_t mapMins, mapMaxs;

Q_EXTERN int defaultFogNum Q_ASSIGN( -1 );                  /* ydnar: cleaner fog handling */
Q_EXTERN int numMapFogs Q_ASSIGN( 0 );
Q_EXTERN fog_t mapFogs[ MAX_MAP_FOGS ];

Q_EXTERN entity_t           *mapEnt;
Q_EXTERN brush_t            *buildBrush;
Q_EXTERN int numActiveBrushes;
Q_EXTERN int g_bBrushPrimit;

Q_EXTERN int numStrippedLights Q_ASSIGN( 0 );


/* surface stuff */
Q_EXTERN mapDrawSurface_t   *mapDrawSurfs Q_ASSIGN( NULL );
Q_EXTERN int numMapDrawSurfs;

Q_EXTERN int numSurfacesByType[ NUM_SURFACE_TYPES ];
Q_EXTERN int numClearedSurfaces;
Q_EXTERN int numStripSurfaces;
Q_EXTERN int numMaxAreaSurfaces;
Q_EXTERN int numFanSurfaces;
Q_EXTERN int numMergedSurfaces;
Q_EXTERN int numMergedVerts;

Q_EXTERN int numRedundantIndexes;

Q_EXTERN int numSurfaceModels Q_ASSIGN( 0 );

Q_EXTERN byte debugColors[ 12 ][ 3 ]
#ifndef MAIN_C
;
#else
	=
	{
	{ 255, 0, 0 },
	{ 192, 128, 128 },
	{ 255, 255, 0 },
	{ 192, 192, 128 },
	{ 0, 255, 255 },
	{ 128, 192, 192 },
	{ 0, 0, 255 },
	{ 128, 128, 192 },
	{ 255, 0, 255 },
	{ 192, 128, 192 },
	{ 0, 255, 0 },
	{ 128, 192, 128 }
	};
#endif

Q_EXTERN qboolean skyboxPresent Q_ASSIGN( qfalse );
Q_EXTERN int skyboxArea Q_ASSIGN( -1 );
Q_EXTERN m4x4_t skyboxTransform;



/* -------------------------------------------------------------------------------

   vis global variables

   ------------------------------------------------------------------------------- */

/* commandline arguments */
Q_EXTERN qboolean fastvis;
Q_EXTERN qboolean noPassageVis;
Q_EXTERN qboolean passageVisOnly;
Q_EXTERN qboolean mergevis;
Q_EXTERN qboolean mergevisportals;
Q_EXTERN qboolean nosort;
Q_EXTERN qboolean saveprt;
Q_EXTERN qboolean hint;             /* ydnar */
Q_EXTERN char inbase[ MAX_QPATH ];
Q_EXTERN char globalCelShader[ MAX_QPATH ];

Q_EXTERN float farPlaneDist;                /* rr2do2, rf, mre, ydnar all contributed to this one... */
Q_EXTERN int farPlaneDistMode;

Q_EXTERN int numportals;
Q_EXTERN int portalclusters;

Q_EXTERN vportal_t          *portals;
Q_EXTERN leaf_t             *leafs;

Q_EXTERN vportal_t          *faces;
Q_EXTERN leaf_t             *faceleafs;

Q_EXTERN int numfaces;

Q_EXTERN int c_portaltest, c_portalpass, c_portalcheck;
Q_EXTERN int c_portalskip, c_leafskip;
Q_EXTERN int c_vistest, c_mighttest;
Q_EXTERN int c_chains;

Q_EXTERN byte               *vismap, *vismap_p, *vismap_end;

Q_EXTERN int testlevel;

Q_EXTERN byte               *uncompressed;

Q_EXTERN int leafbytes, leaflongs;
Q_EXTERN int portalbytes, portallongs;

Q_EXTERN vportal_t          *sorted_portals[ MAX_MAP_PORTALS * 2 ];



/* -------------------------------------------------------------------------------

   light global variables

   ------------------------------------------------------------------------------- */

/* commandline arguments */
Q_EXTERN qboolean wolfLight Q_ASSIGN( qfalse );
Q_EXTERN float extraDist Q_ASSIGN( 0.0f );
Q_EXTERN qboolean loMem Q_ASSIGN( qfalse );
Q_EXTERN qboolean noStyles Q_ASSIGN( qfalse );
Q_EXTERN qboolean keepLights Q_ASSIGN( qfalse );

Q_EXTERN int sampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_SAMPLE_SIZE );
Q_EXTERN int minSampleSize Q_ASSIGN( DEFAULT_LIGHTMAP_MIN_SAMPLE_SIZE );
Q_EXTERN qboolean noVertexLighting Q_ASSIGN( qfalse );
Q_EXTERN qboolean nolm Q_ASSIGN( qfalse );
Q_EXTERN qboolean noGridLighting Q_ASSIGN( qfalse );

Q_EXTERN qboolean noTrace Q_ASSIGN( qfalse );
Q_EXTERN qboolean noSurfaces Q_ASSIGN( qfalse );
Q_EXTERN qboolean patchShadows Q_ASSIGN( qfalse );
Q_EXTERN qboolean cpmaHack Q_ASSIGN( qfalse );

Q_EXTERN qboolean deluxemap Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugDeluxemap Q_ASSIGN( qfalse );
Q_EXTERN int deluxemode Q_ASSIGN( 0 );                  /* deluxemap format (0 - modelspace, 1 - tangentspace with renormalization, 2 - tangentspace without renormalization) */

Q_EXTERN qboolean fast Q_ASSIGN( qfalse );
Q_EXTERN qboolean fastpoint Q_ASSIGN( qtrue );
Q_EXTERN qboolean faster Q_ASSIGN( qfalse );
Q_EXTERN qboolean fastgrid Q_ASSIGN( qfalse );
Q_EXTERN qboolean fastbounce Q_ASSIGN( qfalse );
Q_EXTERN qboolean cheap Q_ASSIGN( qfalse );
Q_EXTERN qboolean cheapgrid Q_ASSIGN( qfalse );
Q_EXTERN int bounce Q_ASSIGN( 0 );
Q_EXTERN qboolean bounceOnly Q_ASSIGN( qfalse );
Q_EXTERN qboolean bouncing Q_ASSIGN( qfalse );
Q_EXTERN qboolean bouncegrid Q_ASSIGN( qfalse );
Q_EXTERN qboolean normalmap Q_ASSIGN( qfalse );
Q_EXTERN qboolean trisoup Q_ASSIGN( qfalse );
Q_EXTERN qboolean shade Q_ASSIGN( qfalse );
Q_EXTERN float shadeAngleDegrees Q_ASSIGN( 0.0f );
Q_EXTERN int superSample Q_ASSIGN( 0 );
Q_EXTERN int lightSamples Q_ASSIGN( 1 );
Q_EXTERN qboolean lightRandomSamples Q_ASSIGN( qfalse );
Q_EXTERN int lightSamplesSearchBoxSize Q_ASSIGN( 1 );
Q_EXTERN qboolean filter Q_ASSIGN( qfalse );
Q_EXTERN qboolean dark Q_ASSIGN( qfalse );
Q_EXTERN qboolean sunOnly Q_ASSIGN( qfalse );
Q_EXTERN int approximateTolerance Q_ASSIGN( 0 );
Q_EXTERN qboolean noCollapse Q_ASSIGN( qfalse );
Q_EXTERN int lightmapSearchBlockSize Q_ASSIGN( 0 );
Q_EXTERN qboolean exportLightmaps Q_ASSIGN( qfalse );
Q_EXTERN qboolean externalLightmaps Q_ASSIGN( qfalse );
Q_EXTERN qboolean externalLightmapNames Q_ASSIGN( qfalse );
Q_EXTERN int lmCustomSize Q_ASSIGN( LIGHTMAP_WIDTH );
Q_EXTERN char *             lmCustomDir Q_ASSIGN( NULL );
Q_EXTERN int lmLimitSize Q_ASSIGN( 0 );

Q_EXTERN qboolean dirty Q_ASSIGN( qfalse );
Q_EXTERN qboolean dirtDebug Q_ASSIGN( qfalse );
Q_EXTERN int dirtMode Q_ASSIGN( 0 );
Q_EXTERN float dirtDepth Q_ASSIGN( 128.0f );
Q_EXTERN float dirtScale Q_ASSIGN( 1.0f );
Q_EXTERN float dirtGain Q_ASSIGN( 1.0f );

/* 27: floodlighting */
Q_EXTERN qboolean debugnormals Q_ASSIGN( qfalse );
Q_EXTERN qboolean floodlighty Q_ASSIGN( qfalse );
Q_EXTERN qboolean floodlight_lowquality Q_ASSIGN( qfalse );
Q_EXTERN vec3_t floodlightRGB;
Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f );
Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f );
Q_EXTERN float floodlightDirectionScale Q_ASSIGN( 1.0f );

Q_EXTERN qboolean dump Q_ASSIGN( qfalse );
Q_EXTERN qboolean debug Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugUnused Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugAxis Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugCluster Q_ASSIGN( qfalse );
Q_EXTERN qboolean debugOrigin Q_ASSIGN( qfalse );
Q_EXTERN qboolean lightmapBorder Q_ASSIGN( qfalse );
//1=warn; 0=warn if lmsize>128
Q_EXTERN int debugSampleSize Q_ASSIGN( 0 );

/* longest distance across the map */
Q_EXTERN float maxMapDistance Q_ASSIGN( 0 );

/* for run time tweaking of light sources */
Q_EXTERN float pointScale Q_ASSIGN( 7500.0f );
Q_EXTERN float spotScale Q_ASSIGN( 7500.0f );
Q_EXTERN float areaScale Q_ASSIGN( 0.25f );
Q_EXTERN float skyScale Q_ASSIGN( 1.0f );
Q_EXTERN float bounceScale Q_ASSIGN( 0.25f );
Q_EXTERN float bounceColorRatio Q_ASSIGN( 1.0f );
Q_EXTERN float vertexglobalscale Q_ASSIGN( 1.0f );
Q_EXTERN float g_backsplashFractionScale Q_ASSIGN( 1.0f );
Q_EXTERN float g_backsplashDistance Q_ASSIGN( -999.0f );

/* jal: alternative angle attenuation curve */
Q_EXTERN qboolean lightAngleHL Q_ASSIGN( qfalse );

/* vortex: gridscale and gridambientscale */
Q_EXTERN float gridScale Q_ASSIGN( 1.0f );
Q_EXTERN float gridAmbientScale Q_ASSIGN( 1.0f );
Q_EXTERN float gridDirectionality Q_ASSIGN( 1.0f );
Q_EXTERN float gridAmbientDirectionality Q_ASSIGN( 0.0f );
Q_EXTERN qboolean inGrid Q_ASSIGN( 0 );

/* ydnar: lightmap gamma/compensation */
Q_EXTERN float lightmapGamma Q_ASSIGN( 1.0f );
Q_EXTERN float lightmapsRGB Q_ASSIGN( qfalse );
Q_EXTERN float texturesRGB Q_ASSIGN( qfalse );
Q_EXTERN float colorsRGB Q_ASSIGN( qfalse );
Q_EXTERN float lightmapExposure Q_ASSIGN( 0.0f );
Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f );
Q_EXTERN float lightmapBrightness Q_ASSIGN( 1.0f );
Q_EXTERN float lightmapContrast Q_ASSIGN( 1.0f );

/* ydnar: for runtime tweaking of falloff tolerance */
Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f );
Q_EXTERN qboolean exactPointToPolygon Q_ASSIGN( qtrue );
Q_EXTERN float formFactorValueScale Q_ASSIGN( 3.0f );
Q_EXTERN float linearScale Q_ASSIGN( 1.0f / 8000.0f );

// for .ase conversion
Q_EXTERN qboolean shadersAsBitmap Q_ASSIGN( qfalse );
Q_EXTERN qboolean lightmapsAsTexcoord Q_ASSIGN( qfalse );

Q_EXTERN light_t            *lights;
Q_EXTERN int numPointLights;
Q_EXTERN int numSpotLights;
Q_EXTERN int numSunLights;
Q_EXTERN int numAreaLights;

/* ydnar: for luxel placement */
Q_EXTERN int numSurfaceClusters, maxSurfaceClusters;
Q_EXTERN int                *surfaceClusters;

/* ydnar: for radiosity */
Q_EXTERN int numDiffuseLights;
Q_EXTERN int numBrushDiffuseLights;
Q_EXTERN int numTriangleDiffuseLights;
Q_EXTERN int numPatchDiffuseLights;

/* ydnar: general purpose extra copy of drawvert list */
Q_EXTERN bspDrawVert_t      *yDrawVerts;

/* ydnar: for tracing statistics */
Q_EXTERN int minSurfacesTested;
Q_EXTERN int maxSurfacesTested;
Q_EXTERN int totalSurfacesTested;
Q_EXTERN int totalTraces;

Q_EXTERN FILE               *dumpFile;

Q_EXTERN int c_visible, c_occluded;
Q_EXTERN int c_subsampled;                  /* ydnar */

Q_EXTERN int defaultLightSubdivide Q_ASSIGN( 999 );

Q_EXTERN vec3_t ambientColor;
Q_EXTERN vec3_t minLight, minVertexLight, minGridLight;

Q_EXTERN int                *entitySurface;
Q_EXTERN vec3_t             *surfaceOrigin;

Q_EXTERN vec3_t sunDirection;
Q_EXTERN vec3_t sunLight;

/* tracing */
Q_EXTERN int c_totalTrace;
Q_EXTERN int c_cullTrace, c_testTrace;
Q_EXTERN int c_testFacets;

/* ydnar: light optimization */
Q_EXTERN float subdivideThreshold Q_ASSIGN( DEFAULT_SUBDIVIDE_THRESHOLD );

Q_EXTERN int numOpaqueBrushes, maxOpaqueBrush;
Q_EXTERN byte               *opaqueBrushes;

Q_EXTERN int numLights;
Q_EXTERN int numCulledLights;

Q_EXTERN int gridBoundsCulled;
Q_EXTERN int gridEnvelopeCulled;

Q_EXTERN int lightsBoundsCulled;
Q_EXTERN int lightsEnvelopeCulled;
Q_EXTERN int lightsPlaneCulled;
Q_EXTERN int lightsClusterCulled;

/* ydnar: radiosity */
Q_EXTERN float diffuseSubdivide Q_ASSIGN( 256.0f );
Q_EXTERN float minDiffuseSubdivide Q_ASSIGN( 64.0f );
Q_EXTERN int numDiffuseSurfaces Q_ASSIGN( 0 );

/* ydnar: list of surface information necessary for lightmap calculation */
Q_EXTERN surfaceInfo_t      *surfaceInfos Q_ASSIGN( NULL );

/* ydnar: sorted list of surfaces */
Q_EXTERN int                *sortSurfaces Q_ASSIGN( NULL );

/* clumps of surfaces that share a raw lightmap */
Q_EXTERN int numLightSurfaces Q_ASSIGN( 0 );
Q_EXTERN int                *lightSurfaces Q_ASSIGN( NULL );

/* raw lightmaps */
Q_EXTERN int numRawSuperLuxels Q_ASSIGN( 0 );
Q_EXTERN int numRawLightmaps Q_ASSIGN( 0 );
Q_EXTERN rawLightmap_t      *rawLightmaps Q_ASSIGN( NULL );
Q_EXTERN int                *sortLightmaps Q_ASSIGN( NULL );

/* vertex luxels */
Q_EXTERN float              *vertexLuxels[ MAX_LIGHTMAPS ];
Q_EXTERN float              *radVertexLuxels[ MAX_LIGHTMAPS ];

/* bsp lightmaps */
Q_EXTERN int numLightmapShaders Q_ASSIGN( 0 );
Q_EXTERN int numSolidLightmaps Q_ASSIGN( 0 );
Q_EXTERN int numOutLightmaps Q_ASSIGN( 0 );
Q_EXTERN int numBSPLightmaps Q_ASSIGN( 0 );
Q_EXTERN int numExtLightmaps Q_ASSIGN( 0 );
Q_EXTERN outLightmap_t      *outLightmaps Q_ASSIGN( NULL );

/* vortex: per surface floodlight statictics */
Q_EXTERN int numSurfacesFloodlighten Q_ASSIGN( 0 );

/* grid points */
Q_EXTERN int numRawGridPoints Q_ASSIGN( 0 );
Q_EXTERN rawGridPoint_t     *rawGridPoints Q_ASSIGN( NULL );

Q_EXTERN int numSurfsVertexLit Q_ASSIGN( 0 );
Q_EXTERN int numSurfsVertexForced Q_ASSIGN( 0 );
Q_EXTERN int numSurfsVertexApproximated Q_ASSIGN( 0 );
Q_EXTERN int numSurfsLightmapped Q_ASSIGN( 0 );
Q_EXTERN int numPlanarsLightmapped Q_ASSIGN( 0 );
Q_EXTERN int numNonPlanarsLightmapped Q_ASSIGN( 0 );
Q_EXTERN int numPatchesLightmapped Q_ASSIGN( 0 );
Q_EXTERN int numPlanarPatchesLightmapped Q_ASSIGN( 0 );

Q_EXTERN int numLuxels Q_ASSIGN( 0 );
Q_EXTERN int numLuxelsMapped Q_ASSIGN( 0 );
Q_EXTERN int numLuxelsOccluded Q_ASSIGN( 0 );
Q_EXTERN int numLuxelsIlluminated Q_ASSIGN( 0 );
Q_EXTERN int numVertsIlluminated Q_ASSIGN( 0 );

/* lightgrid */
Q_EXTERN vec3_t gridMins;
Q_EXTERN int gridBounds[ 3 ];
Q_EXTERN vec3_t gridSize
#ifndef MAIN_C
;
#else
	= { 64, 64, 128 };
#endif



/* -------------------------------------------------------------------------------

   abstracted bsp globals

   ------------------------------------------------------------------------------- */

Q_EXTERN int numEntities Q_ASSIGN( 0 );
Q_EXTERN int numBSPEntities Q_ASSIGN( 0 );
Q_EXTERN int allocatedEntities Q_ASSIGN( 0 );
Q_EXTERN entity_t*          entities Q_ASSIGN( NULL );

Q_EXTERN int numBSPModels Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPModels Q_ASSIGN( 0 );
Q_EXTERN bspModel_t*        bspModels Q_ASSIGN( NULL );

Q_EXTERN int numBSPShaders Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPShaders Q_ASSIGN( 0 );
Q_EXTERN bspShader_t*       bspShaders Q_ASSIGN( 0 );

Q_EXTERN int bspEntDataSize Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPEntData Q_ASSIGN( 0 );
Q_EXTERN char               *bspEntData Q_ASSIGN( 0 );

Q_EXTERN int numBSPLeafs Q_ASSIGN( 0 );
Q_EXTERN bspLeaf_t bspLeafs[ MAX_MAP_LEAFS ];

Q_EXTERN int numBSPPlanes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPPlanes Q_ASSIGN( 0 );
Q_EXTERN bspPlane_t         *bspPlanes;

Q_EXTERN int numBSPNodes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPNodes Q_ASSIGN( 0 );
Q_EXTERN bspNode_t*         bspNodes Q_ASSIGN( NULL );

Q_EXTERN int numBSPLeafSurfaces Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPLeafSurfaces Q_ASSIGN( 0 );
Q_EXTERN int*               bspLeafSurfaces Q_ASSIGN( NULL );

Q_EXTERN int numBSPLeafBrushes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPLeafBrushes Q_ASSIGN( 0 );
Q_EXTERN int*               bspLeafBrushes Q_ASSIGN( NULL );

Q_EXTERN int numBSPBrushes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPBrushes Q_ASSIGN( 0 );
Q_EXTERN bspBrush_t*        bspBrushes Q_ASSIGN( NULL );

Q_EXTERN int numBSPBrushSides Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPBrushSides Q_ASSIGN( 0 );
Q_EXTERN bspBrushSide_t*    bspBrushSides Q_ASSIGN( NULL );

Q_EXTERN int numBSPLightBytes Q_ASSIGN( 0 );
Q_EXTERN byte               *bspLightBytes Q_ASSIGN( NULL );

//%	Q_EXTERN int				numBSPGridPoints Q_ASSIGN( 0 );
//%	Q_EXTERN byte				*bspGridPoints Q_ASSIGN( NULL );

Q_EXTERN int numBSPGridPoints Q_ASSIGN( 0 );
Q_EXTERN bspGridPoint_t     *bspGridPoints Q_ASSIGN( NULL );

Q_EXTERN int numBSPVisBytes Q_ASSIGN( 0 );
Q_EXTERN byte bspVisBytes[ MAX_MAP_VISIBILITY ];

Q_EXTERN int numBSPDrawVerts Q_ASSIGN( 0 );
Q_EXTERN bspDrawVert_t          *bspDrawVerts Q_ASSIGN( NULL );

Q_EXTERN int numBSPDrawIndexes Q_ASSIGN( 0 );
Q_EXTERN int allocatedBSPDrawIndexes Q_ASSIGN( 0 );
Q_EXTERN int                *bspDrawIndexes Q_ASSIGN( NULL );

Q_EXTERN int numBSPDrawSurfaces Q_ASSIGN( 0 );
Q_EXTERN bspDrawSurface_t   *bspDrawSurfaces Q_ASSIGN( NULL );

Q_EXTERN int numBSPFogs Q_ASSIGN( 0 );
Q_EXTERN bspFog_t bspFogs[ MAX_MAP_FOGS ];

Q_EXTERN int numBSPAds Q_ASSIGN( 0 );
Q_EXTERN bspAdvertisement_t bspAds[ MAX_MAP_ADVERTISEMENTS ];

// Used for tex file support, Smokin'Guns globals
Q_EXTERN qboolean compile_map;

/* The `ptr2 = realloc( ptr, … )` wording may look uselessly complicated
and people may say `ptr = realloc( ptr, … ) would be more concise.
But for unknown reasons it has been found this convoluted wording
where the input variable is not the output variable is fixing
or working around a buffer overflow bug happening when calling `memset()`
after the `realloc()` when q3map2 is built with GCC. When it doesn't crash
because of the buffer overflow, it may corrupt the BSP file data.
See: https://gitlab.com/xonotic/netradiant/-/merge_requests/216 */
#define _AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def, fillWithZeros ) \
	do \
	{ \
		int prevAllocated = allocated; \
		if ( reqitem >= allocated )	\
		{ \
			if ( allocated == 0 ) {	\
				allocated = def; \
			} \
			while ( reqitem >= allocated && allocated )	\
			{ \
				allocated *= 2;	\
			} \
			if ( !allocated || allocated > 2147483647 / (int)sizeof( *ptr ) ) \
			{ \
				Error( # ptr " over 2 GB" ); \
			} \
			size_t ptr_size = sizeof( *ptr ); \
			void *ptr2 = realloc( ptr, ptr_size * allocated ); \
			if ( !ptr2 ) { \
				Error( # ptr " out of memory" ); \
			} \
			if ( fillWithZeros ) \
			{ \
				memset( ptr2 + ( ptr_size * prevAllocated ), 0, ptr_size * ( allocated - prevAllocated ) ); \
			} \
			ptr = ptr2; \
		} \
	} \
	while ( 0 )

#define AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def ) _AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def, qfalse )

#define AUTOEXPAND_BY_REALLOC0( ptr, reqitem, allocated, def ) _AUTOEXPAND_BY_REALLOC( ptr, reqitem, allocated, def, qtrue )

#define AUTOEXPAND_BY_REALLOC_BSP( suffix, def ) AUTOEXPAND_BY_REALLOC( bsp ## suffix, numBSP ## suffix, allocatedBSP ## suffix, def )

#define AUTOEXPAND_BY_REALLOC0_BSP( suffix, def ) AUTOEXPAND_BY_REALLOC0( bsp##suffix, numBSP##suffix, allocatedBSP##suffix, def )

#define Image_LinearFloatFromsRGBFloat( c ) ( ( ( c ) <= 0.04045f ) ? ( c ) * ( 1.0f / 12.92f ) : (float)pow( ( ( c ) + 0.055f ) * ( 1.0f / 1.055f ), 2.4f ) )
#define Image_sRGBFloatFromLinearFloat( c ) ( ( ( c ) < 0.0031308f ) ? ( c ) * 12.92f : 1.055f * (float)pow( ( c ), 1.0f / 2.4f ) - 0.055f )

/* end marker */
#endif
