wolf3d-ios/wolf3d/code/env/common.h

208 lines
5 KiB
C

/*
Copyright (C) 2004 Michael Liebscher <johnnycanuck@users.sourceforge.net>
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* common.h: Common definitions between client and server.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
*
* Acknowledgement:
* This code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
*/
/*
Notes:
This module is implemented by common.c.
*/
#ifndef __COMMON_H__
#define __COMMON_H__
//============================================================================
typedef struct sizebuf_s
{
_boolean allowoverflow; // if false, do a Com_Error
_boolean overflowed; // set to true if the buffer size failed
W8 *data;
int maxsize;
int cursize;
int readcount;
} sizebuf_t;
extern void SZ_Init( sizebuf_t *buf, PW8 data, int length );
extern void SZ_Clear( sizebuf_t *buf );
extern void *SZ_GetSpace( sizebuf_t *buf, int length );
extern void SZ_Write( sizebuf_t *buf, void *data, int length );
extern void SZ_Print( sizebuf_t *buf, W8 *data ); // memcpy onto the sizebuf
//============================================================================
extern int COM_Argc( void );
extern char *COM_Argv( int arg ); // range and null checked
extern void COM_ClearArgv( int arg );
extern int COM_CheckParm( char *parm );
extern void COM_AddParm( char *parm );
extern void COM_Init( void );
extern void COM_InitArgv( int argc, char *argv[] );
extern char *COM_Parse( char **data_p );
// data is an in/out parm, returns a parsed out token
//============================================================================
/////////////////////////////////////////////////////////////////////
//
// Colour
//
/////////////////////////////////////////////////////////////////////
extern colour3_t colourBlack;
extern colour3_t colourRed;
extern colour3_t colourBlue;
extern colour3_t colourGreen;
extern colour3_t colourWhite;
/////////////////////////////////////////////////////////////////////
// End Colour
/////////////////////////////////////////////////////////////////////
/*
==============================================================
MISC
==============================================================
*/
#define ERR_FATAL 0 // exit the entire game with a popup window
#define ERR_DROP 1 // print to console and disconnect from game
#define ERR_QUIT 2 // not an error, just a normal exit
#define ERR_DISCONNECT 4 // don't kill server
#define EXEC_NOW 0 // don't return until completed
#define EXEC_INSERT 1 // insert at current position, but don't run yet
#define EXEC_APPEND 2 // add to end of the command buffer
#define PRINT_ALL 0
#define PRINT_DEVELOPER 1 // only print when "developer 1"
extern void Com_BeginRedirect( int target, char *buffer, int buffersize, void (*flush) );
extern void Com_EndRedirect( void );
extern void Com_Printf( const char *fmt, ... );
extern void Com_DPrintf( const char *fmt, ... );
extern void Com_Error( int code, const char *fmt, ... );
extern char *va( char *format, ... );
extern cvar_t *developer;
extern cvar_t *log_stats;
extern cvar_t *logfile_active;
extern FILE *log_stats_file;
extern void common_Init( int argc, char *argv[] );
extern void common_Frame( int msec );
/*
==============================================================
NON-PORTABLE SYSTEM SERVICES
==============================================================
*/
extern char *Sys_ConsoleInput( void );
extern void Sys_ConsoleOutput( const char *string );
extern void Sys_SendKeyEvents( void );
extern void Sys_Error( const char *format, ... );
extern void Sys_Quit( void );
extern char *Sys_GetClipboardData( void );
extern void Sys_CopyProtect( void );
/*
==============================================================
CLIENT / SERVER SYSTEMS
==============================================================
*/
extern void Client_Init( void );
//
// button bits
//
#define BUTTON_ATTACK 1
#define BUTTON_USE 2
#define BUTTON_CHANGE_WEAPON 4
#define BUTTON_ALTERNATE_ATTACK 8 //gsh
#define BUTTON_ANY 128 // any key whatsoever
// usercmd_t is sent to the server each client frame
typedef struct usercmd_s
{
W8 msec;
W8 buttons;
short angles[ 3 ];
short forwardmove, sidemove, upmove;
W8 impulse; // remove?
W8 lightlevel; // light level the player is standing on
} usercmd_t;
#endif /* __COMMON_H__ */