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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.0
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206
wolf3d/newCode/env/common.h
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206
wolf3d/newCode/env/common.h
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/*
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Copyright (C) 2004 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* common.h: Common definitions between client and server.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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*
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* Acknowledgement:
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* This code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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/*
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Notes:
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This module is implemented by common.c.
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*/
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#ifndef __COMMON_H__
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#define __COMMON_H__
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//============================================================================
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typedef struct sizebuf_s
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{
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_boolean allowoverflow; // if false, do a Com_Error
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_boolean overflowed; // set to true if the buffer size failed
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W8 *data;
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int maxsize;
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int cursize;
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int readcount;
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} sizebuf_t;
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extern void SZ_Init( sizebuf_t *buf, PW8 data, int length );
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extern void SZ_Clear( sizebuf_t *buf );
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extern void *SZ_GetSpace( sizebuf_t *buf, int length );
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extern void SZ_Write( sizebuf_t *buf, void *data, int length );
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extern void SZ_Print( sizebuf_t *buf, W8 *data ); // memcpy onto the sizebuf
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//============================================================================
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extern int COM_Argc( void );
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extern char *COM_Argv( int arg ); // range and null checked
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extern void COM_ClearArgv( int arg );
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extern int COM_CheckParm( char *parm );
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extern void COM_AddParm( char *parm );
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extern void COM_Init( void );
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extern void COM_InitArgv( int argc, char *argv[] );
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extern char *COM_Parse( char **data_p );
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// data is an in/out parm, returns a parsed out token
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//============================================================================
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/////////////////////////////////////////////////////////////////////
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//
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// Colour
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//
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/////////////////////////////////////////////////////////////////////
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extern colour3_t colourBlack;
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extern colour3_t colourRed;
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extern colour3_t colourBlue;
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extern colour3_t colourGreen;
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extern colour3_t colourWhite;
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/////////////////////////////////////////////////////////////////////
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// End Colour
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/////////////////////////////////////////////////////////////////////
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/*
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==============================================================
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MISC
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==============================================================
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*/
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#define ERR_FATAL 0 // exit the entire game with a popup window
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#define ERR_DROP 1 // print to console and disconnect from game
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#define ERR_QUIT 2 // not an error, just a normal exit
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#define ERR_DISCONNECT 4 // don't kill server
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#define EXEC_NOW 0 // don't return until completed
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#define EXEC_INSERT 1 // insert at current position, but don't run yet
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#define EXEC_APPEND 2 // add to end of the command buffer
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#define PRINT_ALL 0
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#define PRINT_DEVELOPER 1 // only print when "developer 1"
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extern void Com_BeginRedirect( int target, char *buffer, int buffersize, void (*flush) );
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extern void Com_EndRedirect( void );
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extern void Com_Printf( const char *fmt, ... );
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extern void Com_DPrintf( const char *fmt, ... );
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extern void Com_Error( int code, const char *fmt, ... );
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extern char *va( char *format, ... );
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extern cvar_t *developer;
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extern cvar_t *log_stats;
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extern cvar_t *logfile_active;
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extern FILE *log_stats_file;
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extern void common_Init( int argc, char *argv[] );
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extern void common_Frame( int msec );
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/*
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==============================================================
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NON-PORTABLE SYSTEM SERVICES
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==============================================================
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*/
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extern char *Sys_ConsoleInput( void );
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extern void Sys_ConsoleOutput( const char *string );
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extern void Sys_SendKeyEvents( void );
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extern void Sys_Error( const char *format, ... );
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extern void Sys_Quit( void );
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extern char *Sys_GetClipboardData( void );
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extern void Sys_CopyProtect( void );
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/*
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==============================================================
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CLIENT / SERVER SYSTEMS
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==============================================================
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*/
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extern void Client_Init( void );
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//
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// button bits
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//
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#define BUTTON_ATTACK 1
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#define BUTTON_USE 2
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#define BUTTON_ANY 128 // any key whatsoever
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// usercmd_t is sent to the server each client frame
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typedef struct usercmd_s
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{
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W8 msec;
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W8 buttons;
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short angles[ 3 ];
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short forwardmove, sidemove, upmove;
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W8 impulse; // remove?
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W8 lightlevel; // light level the player is standing on
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} usercmd_t;
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#endif /* __COMMON_H__ */
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