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/*
* Copyright © Michael Smith <mikesmiffy128@gmail.com>
* Copyright © Willian Henrique <wsimanbrazil@yahoo.com.br>
* Copyright © Hayden K <imaciidz@gmail.com>
*
* 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(X) \
/* general engine branches used in a bunch of stuff */ \
X(OE) \
X(OrangeBox) \
X(2013) \
\
/* specific games with dedicated branches / engine changes */ \
/* TODO(compat): detect dmomm, if only to fail (VEngineServer broke) */ \
X(DMoMM) \
X(L4D1) \
X(L4D2) \
X(L4DS) /* Survivors (weird arcade port) */ \
X(Portal2) \
\
/* games needing game-specific stuff, but not tied to a singular branch */ \
X(Portal1) \
X(HL2series) /* HL2, episodes, mods */ \
\
/* VEngineClient versions */ \
X(Client015) \
X(Client014) \
X(Client013) \
X(Client012) \
\
/* VEngineServer versions */ \
X(Server021) \
\
/* ServerGameDLL versions */ \
X(SrvDLL009) /* 2013-ish */ \
X(SrvDLL005) /* mostly everything else, it seems */ \
\
/* games needing version-specific stuff */ \
X(Portal1_3420) \
X(L4D1_1015plus) /* Crash Course update */ \
X(L4D1_1022plus) /* Mac update, bunch of code reshuffling */ \
X(L4D2_2125plus) \
X(TheLastStand) /* The JAiZ update */ \
enum {
#define _GAMETYPE_ENUMBIT(x) _gametype_tagbit_##x,
GAMETYPE_BASETAGS(_GAMETYPE_ENUMBIT)
#undef _GAMETYPE_ENUMBIT
#define _GAMETYPE_ENUMVAL(x) _gametype_tag_##x = 1 << _gametype_tagbit_##x,
GAMETYPE_BASETAGS(_GAMETYPE_ENUMVAL)
#undef _GAMETYPE_ENUMVAL
};
/* 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)
#define GAMETYPE_MATCHES(x) !!(_gametype_tag & (_gametype_tag_##x))
#endif
// vi: sw=4 ts=4 noet tw=80 cc=80
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