/* * Copyright © Michael Smith * Copyright © Willian Henrique * Copyright © Hayden K * * 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_GAMETYPE_H #define INC_GAMETYPE_H #include "intdefs.h" extern u32 _gametype_tag; #define GAMETYPE_BASETAGS(ALL, WINDOWSONLY) \ /* general engine branches used in a bunch of stuff */ \ WINDOWSONLY(OE) \ ALL(OrangeBox) \ ALL(2013) \ \ /* specific games with dedicated branches / engine changes */ \ /* TODO(compat): detect dmomm, if only to fail (VEngineServer broke) */ \ WINDOWSONLY(DMoMM) \ WINDOWSONLY(L4D1) \ ALL(L4D2) \ WINDOWSONLY(L4DS) /* Survivors (weird arcade port) */ \ ALL(Portal2) \ \ /* games needing game-specific stuff, but not tied to a singular branch */ \ ALL(Portal1) \ ALL(HL2series) /* HL2, episodes, mods */ \ \ /* VEngineClient versions */ \ ALL(Client015) \ ALL(Client014) \ ALL(Client013) \ ALL(Client012) \ \ /* VEngineServer versions */ \ ALL(Server021) \ \ /* ServerGameDLL versions */ \ ALL(SrvDLL009) /* 2013-ish */ \ ALL(SrvDLL005) /* mostly everything else, it seems */ \ \ /* games needing version-specific stuff */ \ WINDOWSONLY(Portal1_3420) \ WINDOWSONLY(L4D1_1015plus) /* Crash Course update */ \ WINDOWSONLY(L4D1_1022plus) /* Mac update, bunch of code reshuffling */ \ ALL(L4D2_2125plus) \ ALL(TheLastStand) /* The JAiZ update */ \ enum { // here we define the enum values in such a way that on linux, the windows- // only tags are still defined as zero. that way we can use GAMETYPE_MATCHES // checks in some cases without needing #ifdef _WIN32 and the optimiser can // throw it out. #define _GAMETYPE_ENUMBIT(x) _gametype_tagbit_##x, #define _GAMETYPE_ENUMVAL(x) _gametype_tag_##x = 1 << _gametype_tagbit_##x, #define _GAMETYPE_DISCARD(x) #define _GAMETYPE_ZERO(x) _gametype_tag_##x = 0, #ifdef _WIN32 GAMETYPE_BASETAGS(_GAMETYPE_ENUMBIT, _GAMETYPE_ENUMBIT) GAMETYPE_BASETAGS(_GAMETYPE_ENUMVAL, _GAMETYPE_ENUMVAL) #else GAMETYPE_BASETAGS(_GAMETYPE_ENUMBIT, _GAMETYPE_DISCARD) GAMETYPE_BASETAGS(_GAMETYPE_ENUMVAL, _GAMETYPE_DISCARD) GAMETYPE_BASETAGS(_GAMETYPE_DISCARD, _GAMETYPE_ZERO) #endif #define _GAMETYPE_ENUMVAL(x) _gametype_tag_##x = 1 << _gametype_tagbit_##x, #undef _GAMETYPE_ZERO #undef _GAMETYPE_DISCARD #undef _GAMETYPE_ENUMVAL #undef _GAMETYPE_ENUMBIT }; /* Matches for any of multiple possible tags */ #define _gametype_tag_L4D (_gametype_tag_L4D1 | _gametype_tag_L4D2) // XXX: *stupid* naming, refactor one day (damn Survivors ruining everything) #define _gametype_tag_L4D2x (_gametype_tag_L4D2 | _gametype_tag_L4DS) #define _gametype_tag_L4Dx (_gametype_tag_L4D1 | _gametype_tag_L4D2x) #define _gametype_tag_L4Dbased (_gametype_tag_L4Dx | _gametype_tag_Portal2) #define _gametype_tag_OrangeBoxbased \ (_gametype_tag_OrangeBox | _gametype_tag_2013) #define _gametype_tag_Portal (_gametype_tag_Portal1 | _gametype_tag_Portal2) /* Match for stuff that's specifically NOT OE. */ // TODO(compat): maybe we should add a specific !Tag syntax to mkgamedata, // which would make this redundant. as of now this is just a low-effort way to // keep some cvar things undefined under OE to avoid confusion #define _gametype_tag_NE (~_gametype_tag_OE) #define GAMETYPE_MATCHES(x) !!(_gametype_tag & (_gametype_tag_##x)) #endif // vi: sw=4 ts=4 noet tw=80 cc=80