/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __PLATFORM__ #define __PLATFORM__ #include "config.h" #include "framework/BuildDefines.h" /* =============================================================================== Non-portable system services. =============================================================================== */ // AROS #if defined(__AROS__) #define _alloca alloca #define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15)) #ifdef GAME_DLL #define ID_GAME_API __attribute__((visibility ("default"))) #else #define ID_GAME_API #endif #define ALIGN16( x ) x __attribute__ ((aligned (16))) #define PACKED __attribute__((packed)) #define PATHSEPERATOR_STR "/" #define PATHSEPERATOR_CHAR '/' #define __cdecl #define ASSERT assert #define ID_INLINE inline #define ID_STATIC_TEMPLATE #define assertmem( x, y ) #endif // Win32 #if defined(WIN32) || defined(_WIN32) #define _alloca16( x ) ((void *)((((uintptr_t)_alloca( (x)+15 )) + 15) & ~15)) #define PATHSEPERATOR_STR "\\" #define PATHSEPERATOR_CHAR '\\' #ifdef _MSC_VER #ifdef GAME_DLL #define ID_GAME_API __declspec(dllexport) #else #define ID_GAME_API #endif #define ALIGN16( x ) __declspec(align(16)) x #define PACKED #define ID_INLINE __forceinline // DG: alternative to forced inlining of ID_INLINE for functions that do alloca() // and are called in a loop so inlining them might cause stack overflow #define ID_MAYBE_INLINE __inline #define ID_STATIC_TEMPLATE static #define assertmem( x, y ) assert( _CrtIsValidPointer( x, y, true ) ) #else #ifdef GAME_DLL #define ID_GAME_API __attribute__((visibility ("default"))) #else #define ID_GAME_API #endif #define ALIGN16( x ) x __attribute__ ((aligned (16))) #define PACKED __attribute__((packed)) #define ID_INLINE inline #define ID_STATIC_TEMPLATE #define assertmem( x, y ) #endif #endif // Setting D3_ARCH for VisualC++ from CMake doesn't work when using VS integrated CMake // so set it in code instead #ifdef _MSC_VER #ifdef D3_ARCH #undef D3_ARCH #endif // D3_ARCH #ifdef _M_X64 // this matches AMD64 and ARM64EC (but not regular ARM64), but they're supposed to be binary-compatible somehow, so whatever #define D3_ARCH "x86_64" #elif defined(_M_ARM64) #define D3_ARCH "arm64" #elif defined(_M_ARM) #define D3_ARCH "arm" #elif defined(_M_IX86) #define D3_ARCH "x86" #else // if you're not targeting one of the aforementioned architectures, // check https://learn.microsoft.com/en-us/cpp/preprocessor/predefined-macros // to find out how to detect yours and add it here - and please send a patch :) #error "Unknown CPU architecture!" // (for a quick and dirty solution, comment out the previous line, but keep in mind // that savegames may not be compatible with other builds of dhewm3) #define D3_ARCH "UNKNOWN" #endif // _M_X64 etc #endif // _MSC_VER // Mac OSX #if defined(MACOS_X) || defined(__APPLE__) #ifdef GAME_DLL #define ID_GAME_API __attribute__((visibility ("default"))) #else #define ID_GAME_API #endif #define ALIGN16( x ) x __attribute__ ((aligned (16))) #define PACKED __attribute__((packed)) #define _alloca alloca #define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15)) #define PATHSEPERATOR_STR "/" #define PATHSEPERATOR_CHAR '/' #define __cdecl #define ASSERT assert #define ID_INLINE inline #define ID_STATIC_TEMPLATE #define assertmem( x, y ) #endif // Unix #ifdef __unix__ #define _alloca( x ) (({assert( (x)<600000 );}), alloca( (x) )) #define _alloca16( x ) (({assert( (x)<600000 );}),((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15))) #ifdef GAME_DLL #define ID_GAME_API __attribute__((visibility ("default"))) #else #define ID_GAME_API #endif #define ALIGN16( x ) x #define PACKED __attribute__((packed)) #define PATHSEPERATOR_STR "/" #define PATHSEPERATOR_CHAR '/' #define __cdecl #define ASSERT assert #define ID_INLINE inline #define ID_STATIC_TEMPLATE #define assertmem( x, y ) #endif #ifndef ID_MAYBE_INLINE // for MSVC it's __inline, otherwise just inline should work #define ID_MAYBE_INLINE inline #endif // ID_MAYBE_INLINE #ifdef __GNUC__ #define id_attribute(x) __attribute__(x) #else #define id_attribute(x) #endif #if !defined(_MSC_VER) // MSVC does not provide this C99 header #include #endif #if defined(__MINGW32__) #include #endif #include #include #include #include #include #include #include #include #include #include #include #ifdef _WIN32 #define WIN32_LEAN_AND_MEAN #include #undef FindText // stupid namespace poluting Microsoft monkeys #endif // Apple legacy #ifdef __APPLE__ #include #ifdef __MAC_OS_X_VERSION_MIN_REQUIRED #if __MAC_OS_X_VERSION_MIN_REQUIRED == 1040 #define OSX_TIGER #elif __MAC_OS_X_VERSION_MIN_REQUIRED < 1060 #define OSX_LEOPARD #endif #endif #endif #define ID_TIME_T time_t typedef unsigned char byte; // 8 bits typedef unsigned short word; // 16 bits typedef unsigned int dword; // 32 bits typedef unsigned int uint; typedef unsigned long ulong; typedef int qhandle_t; #ifndef NULL #define NULL ((void *)0) #endif #ifndef BIT #define BIT( num ) ( 1 << ( num ) ) #endif #define MAX_STRING_CHARS 1024 // max length of a string // maximum world size #define MAX_WORLD_COORD ( 128 * 1024 ) #define MIN_WORLD_COORD ( -128 * 1024 ) #define MAX_WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD ) #endif