I am not a programmer, so I can only say that for example, there is a builtin void(vector ang) makevectors. When you invoke it as makevectors(self.v_angle); it will get you v_forward, v_up and v_right vectors which you can use for example to fire projectiles from you first-person view weapons.
DarkPlaces is based on GLQuake GPLv2, the renderer itself has been rewritten and now consists of OpenGL, D3D9 and software rasterizer. ODE physics support is added (but kinda awkward). The QuakeC script is compiled into VM and it is cross-platform. Win32/64, Linux 32/64, Mac OS X 32/64, iOS are supported platforms (iOS renderer needs overhaul and doesn’t work out-of-the-box).
One thing about DarkPlaces is lack of documentation inside3d.com forums, Quake’s source code (QuakeC), DP Wiki, and bunch of mods are available to figure it out on your own. It’s not bad as you actually have source code for a full game with multiplayer - Quake Also there are IRC channels on irc.anynet.org #darkplaces and #qc with active DarkPlaces modders. SVN for DP engine is at svn://svn.icculus.org/twilight/trunk/darkplaces, check out and build it with “make sdl-release” for client and “make sv-release” for dedicated server.
Back to Tomes of Mephistopheles I tried convincing programmer to get a rid of the minimap and have it like in Diablo, toggleable full screen. But he refused and there we have it If you have the game, you can press M and small minimap will unfold into bigger map that is centered and semi-transparent.