/* * Copyright © Michael Smith * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. * * THE SOFTWARE IS PROVIDED “AS IS” AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH * REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY * AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, * INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM * LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */ #ifndef INC_GAMEDATA_H #define INC_GAMEDATA_H #include "gametype.h" // this defaults to zero (tentative definition), but gets defined to a value by // GAMESPECIFIC() in feature.h. static const int variables get constant-folded // even in -O0. so, this lets us short-circuit has_ checks inside features. // we also check if a gamedata entry's __attribute((unused)) static const int _gamedata_feattags; // STUPID HACK to avoid pollution if abi.h not already included (only because // generated gamedata stuff relies on this being defined) #ifndef NVDTOR #ifdef _WIN32 #define NVDTOR 1 #else #define NVDTOR 2 #endif #endif #include // generated by build/mkgamedata.c #include // generated by build/mkentprops.c #ifndef INC_ABI_H // YUCK YUCK YUCK #undef NVDTOR #endif #endif // vi: sw=4 ts=4 noet tw=80 cc=80