mirror of
https://github.com/dhewm/dhewm3.git
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228 lines
5.7 KiB
C
228 lines
5.7 KiB
C
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __PLATFORM__
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#define __PLATFORM__
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#include "config.h"
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#include "framework/BuildDefines.h"
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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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// Win32
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#if defined(__AROS__)
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#define _alloca alloca
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#define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15))
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#ifdef GAME_DLL
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#define ID_GAME_API __attribute__((visibility ("default")))
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#else
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#define ID_GAME_API
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#endif
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#define ALIGN16( x ) x __attribute__ ((aligned (16)))
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#define PACKED __attribute__((packed))
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#define PATHSEPERATOR_STR "/"
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#define PATHSEPERATOR_CHAR '/'
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#define __cdecl
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#define ASSERT assert
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#define ID_INLINE inline
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#define ID_STATIC_TEMPLATE
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#define assertmem( x, y )
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#endif
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// Win32
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#if defined(WIN32) || defined(_WIN32)
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#define _alloca16( x ) ((void *)((((uintptr_t)_alloca( (x)+15 )) + 15) & ~15))
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#define PATHSEPERATOR_STR "\\"
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#define PATHSEPERATOR_CHAR '\\'
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#ifdef _MSC_VER
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#ifdef GAME_DLL
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#define ID_GAME_API __declspec(dllexport)
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#else
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#define ID_GAME_API
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#endif
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#define ALIGN16( x ) __declspec(align(16)) x
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#define PACKED
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#define ID_INLINE __forceinline
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// DG: alternative to forced inlining of ID_INLINE for functions that do alloca()
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// and are called in a loop so inlining them might cause stack overflow
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#define ID_MAYBE_INLINE __inline
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#define ID_STATIC_TEMPLATE static
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#define assertmem( x, y ) assert( _CrtIsValidPointer( x, y, true ) )
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#else
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#ifdef GAME_DLL
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#define ID_GAME_API __attribute__((visibility ("default")))
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#else
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#define ID_GAME_API
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#endif
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#define ALIGN16( x ) x __attribute__ ((aligned (16)))
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#define PACKED __attribute__((packed))
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#define ID_INLINE inline
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#define ID_STATIC_TEMPLATE
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#define assertmem( x, y )
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#endif
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#endif
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// Mac OSX
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#if defined(MACOS_X) || defined(__APPLE__)
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#ifdef GAME_DLL
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#define ID_GAME_API __attribute__((visibility ("default")))
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#else
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#define ID_GAME_API
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#endif
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#define ALIGN16( x ) x __attribute__ ((aligned (16)))
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#define PACKED __attribute__((packed))
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#define _alloca alloca
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#define _alloca16( x ) ((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15))
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#define PATHSEPERATOR_STR "/"
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#define PATHSEPERATOR_CHAR '/'
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#define __cdecl
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#define ASSERT assert
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#define ID_INLINE inline
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#define ID_STATIC_TEMPLATE
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#define assertmem( x, y )
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#endif
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// Unix
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#ifdef __unix__
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#define _alloca( x ) (({assert( (x)<600000 );}), alloca( (x) ))
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#define _alloca16( x ) (({assert( (x)<600000 );}),((void *)((((uintptr_t)alloca( (x)+15 )) + 15) & ~15)))
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#ifdef GAME_DLL
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#define ID_GAME_API __attribute__((visibility ("default")))
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#else
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#define ID_GAME_API
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#endif
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#define ALIGN16( x ) x
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#define PACKED __attribute__((packed))
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#define PATHSEPERATOR_STR "/"
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#define PATHSEPERATOR_CHAR '/'
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#define __cdecl
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#define ASSERT assert
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#define ID_INLINE inline
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#define ID_STATIC_TEMPLATE
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#define assertmem( x, y )
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#endif
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#ifndef ID_MAYBE_INLINE
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// for MSVC it's __inline, otherwise just inline should work
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#define ID_MAYBE_INLINE inline
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#endif // ID_MAYBE_INLINE
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#ifdef __GNUC__
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#define id_attribute(x) __attribute__(x)
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#else
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#define id_attribute(x)
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#endif
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#if !defined(_MSC_VER)
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// MSVC does not provide this C99 header
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#include <inttypes.h>
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#endif
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#if defined(__MINGW32__)
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#include <malloc.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdarg.h>
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#include <string.h>
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#include <assert.h>
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#include <time.h>
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#include <ctype.h>
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#include <cstddef>
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#include <typeinfo>
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#include <errno.h>
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#include <math.h>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#undef FindText // stupid namespace poluting Microsoft monkeys
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#endif
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#define ID_TIME_T time_t
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typedef unsigned char byte; // 8 bits
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typedef unsigned short word; // 16 bits
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typedef unsigned int dword; // 32 bits
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typedef unsigned int uint;
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typedef unsigned long ulong;
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typedef int qhandle_t;
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#ifndef NULL
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#define NULL ((void *)0)
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#endif
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#ifndef BIT
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#define BIT( num ) ( 1 << ( num ) )
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#endif
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#define MAX_STRING_CHARS 1024 // max length of a string
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// maximum world size
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#define MAX_WORLD_COORD ( 128 * 1024 )
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#define MIN_WORLD_COORD ( -128 * 1024 )
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#define MAX_WORLD_SIZE ( MAX_WORLD_COORD - MIN_WORLD_COORD )
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#endif
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