quakequest/Projects/Android/jni/quakedef.h
2019-05-30 06:57:57 +01:00

550 lines
20 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// quakedef.h -- primary header for client
#ifndef QUAKEDEF_H
#define QUAKEDEF_H
#if defined(__GNUC__) && (__GNUC__ > 2)
#define DP_FUNC_PRINTF(n) __attribute__ ((format (printf, n, n+1)))
#define DP_FUNC_PURE __attribute__ ((pure))
#define DP_FUNC_NORETURN __attribute__ ((noreturn))
#else
#define DP_FUNC_PRINTF(n)
#define DP_FUNC_PURE
#define DP_FUNC_NORETURN
#endif
#include <sys/types.h>
#include <ctype.h>
#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <limits.h>
#include <setjmp.h>
#include "qtypes.h"
extern const char *buildstring;
extern char engineversion[128];
#define GAMENAME "id1"
#define MAX_NUM_ARGVS 50
#ifdef DP_SMALLMEMORY
#define MAX_INPUTLINE 1024
#define CON_TEXTSIZE 16384
#define CON_MAXLINES 256
#define HIST_TEXTSIZE 2048
#define HIST_MAXLINES 16
#define MAX_ALIAS_NAME 32
#define CMDBUFSIZE 131072
#define MAX_ARGS 80
#define NET_MAXMESSAGE 65536
#define MAX_PACKETFRAGMENT 1024
#define MAX_EDICTS 4096
#define MAX_MODELS 1024
#define MAX_SOUNDS 1024
#define MAX_LIGHTSTYLES 64
#define MAX_STYLESTRING 16
#define MAX_SCOREBOARD 32
#define MAX_SCOREBOARDNAME 128
#define MAX_USERINFO_STRING 196
#define MAX_SERVERINFO_STRING 512
#define MAX_LOCALINFO_STRING 1 // not actually used by DP servers
#define CL_MAX_USERCMDS 32
#define CVAR_HASHSIZE 1024
#define M_MAX_EDICTS 4096
#define MAX_DEMOS 8
#define MAX_DEMONAME 16
#define MAX_SAVEGAMES 12
#define SAVEGAME_COMMENT_LENGTH 39
#define MAX_CLIENTNETWORKEYES 2
#define MAX_LEVELNETWORKEYES 0 // no portal support
#define MAX_OCCLUSION_QUERIES 256
#define CRYPTO_HOSTKEY_HASHSIZE 256
#define MAX_NETWM_ICON 1026 // one 32x32
#define MAX_WATERPLANES 2
#define MAX_CUBEMAPS 1024
#define MAX_EXPLOSIONS 8
#define MAX_DLIGHTS 16
#define MAX_CACHED_PICS 1024 // this is 144 bytes each (or 152 on 64bit)
#define CACHEPICHASHSIZE 256
#define MAX_PARTICLEEFFECTNAME 256
#define MAX_PARTICLEEFFECTINFO 1024
#define MAX_PARTICLETEXTURES 256
#define MAXCLVIDEOS 1
#define MAX_DYNAMIC_TEXTURE_COUNT 2
#define MAX_MAP_LEAFS 8192
#define MAXTRACKS 256
#define MAX_DYNAMIC_CHANNELS 64
#define MAX_CHANNELS 260
#define MODLIST_TOTALSIZE 32
#define MAX_FAVORITESERVERS 32
#define MAX_DECALSYSTEM_QUEUE 64
#define PAINTBUFFER_SIZE 512
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192
#define MAX_PARTICLES 8192
#define MAX_DECALS_INITIAL 1024
#define MAX_DECALS 1024
#define MAX_ENITIES_INITIAL 256
#define MAX_STATICENTITIES 256
#define MAX_EFFECTS 16
#define MAX_BEAMS 16
#define MAX_TEMPENTITIES 256
#define SERVERLIST_TOTALSIZE 1024
#define SERVERLIST_ANDMASKCOUNT 5
#define SERVERLIST_ORMASKCOUNT 5
#else
#define MAX_INPUTLINE 16384 ///< maximum length of console commandline, QuakeC strings, and many other text processing buffers
#define CON_TEXTSIZE 1048576 ///< max scrollback buffer characters in console
#define CON_MAXLINES 16384 ///< max scrollback buffer lines in console
#define HIST_TEXTSIZE 262144 ///< max command history buffer characters in console
#define HIST_MAXLINES 4096 ///< max command history buffer lines in console
#define MAX_ALIAS_NAME 32
#define CMDBUFSIZE 655360 ///< maximum script size that can be loaded by the exec command (8192 in Quake)
#define MAX_ARGS 80 ///< maximum number of parameters to a console command or alias
#define NET_MAXMESSAGE 65536 ///< max reliable packet size (sent as multiple fragments of MAX_PACKETFRAGMENT)
#define MAX_PACKETFRAGMENT 1024 ///< max length of packet fragment
#define MAX_EDICTS 32768 ///< max number of objects in game world at once (32768 protocol limit)
#define MAX_MODELS 8192 ///< max number of models loaded at once (including during level transitions)
#define MAX_SOUNDS 4096 ///< max number of sounds loaded at once
#define MAX_LIGHTSTYLES 256 ///< max flickering light styles in level (note: affects savegame format)
#define MAX_STYLESTRING 64 ///< max length of flicker pattern for light style
#define MAX_SCOREBOARD 255 ///< max number of players in game at once (255 protocol limit)
#define MAX_SCOREBOARDNAME 128 ///< max length of player name in game
#define MAX_USERINFO_STRING 1280 ///< max length of infostring for PROTOCOL_QUAKEWORLD (196 in QuakeWorld)
#define MAX_SERVERINFO_STRING 1280 ///< max length of server infostring for PROTOCOL_QUAKEWORLD (512 in QuakeWorld)
#define MAX_LOCALINFO_STRING 32768 ///< max length of server-local infostring for PROTOCOL_QUAKEWORLD (32768 in QuakeWorld)
#define CL_MAX_USERCMDS 128 ///< max number of predicted input packets in queue
#define CVAR_HASHSIZE 65536 ///< number of hash buckets for accelerating cvar name lookups
#define M_MAX_EDICTS 32768 ///< max objects in menu vm
#define MAX_DEMOS 8 ///< max demos provided to demos command
#define MAX_DEMONAME 16 ///< max demo name length for demos command
#define MAX_SAVEGAMES 12 ///< max savegames listed in savegame menu
#define SAVEGAME_COMMENT_LENGTH 39 ///< max comment length of savegame in menu
#define MAX_CLIENTNETWORKEYES 16 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
#define MAX_LEVELNETWORKEYES 512 ///< max number of locations that can be added to pvs when culling network entities (must be at least 2 for prediction)
#define MAX_OCCLUSION_QUERIES 4096 ///< max number of GL_ARB_occlusion_query objects that can be used in one frame
#define CRYPTO_HOSTKEY_HASHSIZE 8192 ///< number of hash buckets for accelerating host key lookups
#define MAX_NETWM_ICON 352822 // 16x16, 22x22, 24x24, 32x32, 48x48, 64x64, 128x128, 256x256, 512x512
#define MAX_WATERPLANES 16 ///< max number of water planes visible (each one causes additional view renders)
#define MAX_CUBEMAPS 1024 ///< max number of cubemap textures loaded for light filters
#define MAX_EXPLOSIONS 64 ///< max number of explosion shell effects active at once (not particle related)
#define MAX_DLIGHTS 256 ///< max number of dynamic lights (rocket flashes, etc) in scene at once
#define MAX_CACHED_PICS 1024 ///< max number of 2D pics loaded at once
#define CACHEPICHASHSIZE 256 ///< number of hash buckets for accelerating 2D pic name lookups
#define MAX_PARTICLEEFFECTNAME 256 ///< maximum number of unique names of particle effects (for particleeffectnum)
#define MAX_PARTICLEEFFECTINFO 4096 ///< maximum number of unique particle effects (each name may associate with several of these)
#define MAX_PARTICLETEXTURES 256 ///< maximum number of unique particle textures in the particle font
#define MAXCLVIDEOS 65 ///< maximum number of video streams being played back at once (1 is reserved for the playvideo command)
#define MAX_DYNAMIC_TEXTURE_COUNT 64 ///< maximum number of dynamic textures (web browsers, playvideo, etc)
#define MAX_MAP_LEAFS 65536 ///< maximum number of BSP leafs in world (8192 in Quake)
#define MAXTRACKS 256 ///< max CD track index
// 0 to NUM_AMBIENTS - 1 = water, etc
// NUM_AMBIENTS to NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS - 1 = normal entity sounds
// NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS to total_channels = static sounds
#define MAX_DYNAMIC_CHANNELS 512
#define MAX_CHANNELS 1028
#define MODLIST_TOTALSIZE 256
#define MAX_FAVORITESERVERS 256
#define MAX_DECALSYSTEM_QUEUE 1024
#define PAINTBUFFER_SIZE 2048
#define MAX_BINDMAPS 8
#define MAX_PARTICLES_INITIAL 8192 ///< initial allocation for cl.particles
#define MAX_PARTICLES 1048576 ///< upper limit on cl.particles size
#define MAX_DECALS_INITIAL 8192 ///< initial allocation for cl.decals
#define MAX_DECALS 1048576 ///< upper limit on cl.decals size
#define MAX_ENITIES_INITIAL 256 ///< initial size of cl.entities
#define MAX_STATICENTITIES 1024 ///< limit on size of cl.static_entities
#define MAX_EFFECTS 256 ///< limit on size of cl.effects
#define MAX_BEAMS 256 ///< limit on size of cl.beams
#define MAX_TEMPENTITIES 4096 ///< max number of temporary models visible per frame (certain sprite effects, certain types of CSQC entities also use this)
#define SERVERLIST_TOTALSIZE 2048 ///< max servers in the server list
#define SERVERLIST_ANDMASKCOUNT 16 ///< max items in server list AND mask
#define SERVERLIST_ORMASKCOUNT 16 ///< max items in server list OR mask
#endif
#define CMD_TOKENIZELENGTH (MAX_INPUTLINE + MAX_ARGS) ///< maximum tokenizable commandline length (counting trailing 0)
#define MAX_QPATH 128 ///< max length of a quake game pathname
#ifdef PATH_MAX
#define MAX_OSPATH PATH_MAX
#elif MAX_PATH
#define MAX_OSPATH MAX_PATH
#else
#define MAX_OSPATH 1024 ///< max length of a filesystem pathname
#endif
#define ON_EPSILON 0.1 ///< point on plane side epsilon
#define NET_MINRATE 1000 ///< limits "rate" and "sv_maxrate" cvars
//
// stats are integers communicated to the client by the server
//
#define MAX_CL_STATS 256
#define STAT_HEALTH 0
//#define STAT_FRAGS 1
#define STAT_WEAPON 2
#define STAT_AMMO 3
#define STAT_ARMOR 4
#define STAT_WEAPONFRAME 5
#define STAT_SHELLS 6
#define STAT_NAILS 7
#define STAT_ROCKETS 8
#define STAT_CELLS 9
#define STAT_ACTIVEWEAPON 10
#define STAT_TOTALSECRETS 11
#define STAT_TOTALMONSTERS 12
#define STAT_SECRETS 13 ///< bumped on client side by svc_foundsecret
#define STAT_MONSTERS 14 ///< bumped by svc_killedmonster
#define STAT_ITEMS 15 ///< FTE, DP
#define STAT_VIEWHEIGHT 16 ///< FTE, DP
//#define STAT_TIME 17 ///< FTE
//#define STAT_VIEW2 20 ///< FTE
#define STAT_VIEWZOOM 21 ///< DP
#define STAT_MOVEVARS_AIRACCEL_QW_STRETCHFACTOR 220 ///< DP
#define STAT_MOVEVARS_AIRCONTROL_PENALTY 221 ///< DP
#define STAT_MOVEVARS_AIRSPEEDLIMIT_NONQW 222 ///< DP
#define STAT_MOVEVARS_AIRSTRAFEACCEL_QW 223 ///< DP
#define STAT_MOVEVARS_AIRCONTROL_POWER 224 ///< DP
#define STAT_MOVEFLAGS 225 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_AIRFORWARDACCEL 226 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_ACCEL 227 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_TOPSPEED 228 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_TURNACCEL 229 ///< DP
#define STAT_MOVEVARS_WARSOWBUNNY_BACKTOSIDERATIO 230 ///< DP
#define STAT_MOVEVARS_AIRSTOPACCELERATE 231 ///< DP
#define STAT_MOVEVARS_AIRSTRAFEACCELERATE 232 ///< DP
#define STAT_MOVEVARS_MAXAIRSTRAFESPEED 233 ///< DP
#define STAT_MOVEVARS_AIRCONTROL 234 ///< DP
#define STAT_FRAGLIMIT 235 ///< DP
#define STAT_TIMELIMIT 236 ///< DP
#define STAT_MOVEVARS_WALLFRICTION 237 ///< DP
#define STAT_MOVEVARS_FRICTION 238 ///< DP
#define STAT_MOVEVARS_WATERFRICTION 239 ///< DP
#define STAT_MOVEVARS_TICRATE 240 ///< DP
#define STAT_MOVEVARS_TIMESCALE 241 ///< DP
#define STAT_MOVEVARS_GRAVITY 242 ///< DP
#define STAT_MOVEVARS_STOPSPEED 243 ///< DP
#define STAT_MOVEVARS_MAXSPEED 244 ///< DP
#define STAT_MOVEVARS_SPECTATORMAXSPEED 245 ///< DP
#define STAT_MOVEVARS_ACCELERATE 246 ///< DP
#define STAT_MOVEVARS_AIRACCELERATE 247 ///< DP
#define STAT_MOVEVARS_WATERACCELERATE 248 ///< DP
#define STAT_MOVEVARS_ENTGRAVITY 249 ///< DP
#define STAT_MOVEVARS_JUMPVELOCITY 250 ///< DP
#define STAT_MOVEVARS_EDGEFRICTION 251 ///< DP
#define STAT_MOVEVARS_MAXAIRSPEED 252 ///< DP
#define STAT_MOVEVARS_STEPHEIGHT 253 ///< DP
#define STAT_MOVEVARS_AIRACCEL_QW 254 ///< DP
#define STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION 255 ///< DP
// moveflags values
#define MOVEFLAG_VALID 0x80000000
#define MOVEFLAG_Q2AIRACCELERATE 0x00000001
#define MOVEFLAG_NOGRAVITYONGROUND 0x00000002
#define MOVEFLAG_GRAVITYUNAFFECTEDBYTICRATE 0x00000004
// stock defines
#define IT_SHOTGUN 1
#define IT_SUPER_SHOTGUN 2
#define IT_NAILGUN 4
#define IT_SUPER_NAILGUN 8
#define IT_GRENADE_LAUNCHER 16
#define IT_ROCKET_LAUNCHER 32
#define IT_LIGHTNING 64
#define IT_SUPER_LIGHTNING 128
#define IT_SHELLS 256
#define IT_NAILS 512
#define IT_ROCKETS 1024
#define IT_CELLS 2048
#define IT_AXE 4096
#define IT_ARMOR1 8192
#define IT_ARMOR2 16384
#define IT_ARMOR3 32768
#define IT_SUPERHEALTH 65536
#define IT_KEY1 131072
#define IT_KEY2 262144
#define IT_INVISIBILITY 524288
#define IT_INVULNERABILITY 1048576
#define IT_SUIT 2097152
#define IT_QUAD 4194304
#define IT_SIGIL1 (1<<28)
#define IT_SIGIL2 (1<<29)
#define IT_SIGIL3 (1<<30)
#define IT_SIGIL4 (1<<31)
//===========================================
// AK nexuiz changed and added defines
#define NEX_IT_UZI 1
#define NEX_IT_SHOTGUN 2
#define NEX_IT_GRENADE_LAUNCHER 4
#define NEX_IT_ELECTRO 8
#define NEX_IT_CRYLINK 16
#define NEX_IT_NEX 32
#define NEX_IT_HAGAR 64
#define NEX_IT_ROCKET_LAUNCHER 128
#define NEX_IT_SHELLS 256
#define NEX_IT_BULLETS 512
#define NEX_IT_ROCKETS 1024
#define NEX_IT_CELLS 2048
#define NEX_IT_LASER 4094
#define NEX_IT_STRENGTH 8192
#define NEX_IT_INVINCIBLE 16384
#define NEX_IT_SPEED 32768
#define NEX_IT_SLOWMO 65536
//===========================================
//rogue changed and added defines
#define RIT_SHELLS 128
#define RIT_NAILS 256
#define RIT_ROCKETS 512
#define RIT_CELLS 1024
#define RIT_AXE 2048
#define RIT_LAVA_NAILGUN 4096
#define RIT_LAVA_SUPER_NAILGUN 8192
#define RIT_MULTI_GRENADE 16384
#define RIT_MULTI_ROCKET 32768
#define RIT_PLASMA_GUN 65536
#define RIT_ARMOR1 8388608
#define RIT_ARMOR2 16777216
#define RIT_ARMOR3 33554432
#define RIT_LAVA_NAILS 67108864
#define RIT_PLASMA_AMMO 134217728
#define RIT_MULTI_ROCKETS 268435456
#define RIT_SHIELD 536870912
#define RIT_ANTIGRAV 1073741824
#define RIT_SUPERHEALTH 2147483648
//MED 01/04/97 added hipnotic defines
//===========================================
//hipnotic added defines
#define HIT_PROXIMITY_GUN_BIT 16
#define HIT_MJOLNIR_BIT 7
#define HIT_LASER_CANNON_BIT 23
#define HIT_PROXIMITY_GUN (1<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR (1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON (1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT (1<<(23+2))
#define HIT_EMPATHY_SHIELDS (1<<(23+3))
//===========================================
#include "zone.h"
#include "fs.h"
#include "common.h"
#include "cvar.h"
#include "bspfile.h"
#include "sys.h"
#include "vid.h"
#include "mathlib.h"
#include "r_textures.h"
#include "crypto.h"
#include "draw.h"
#include "screen.h"
#include "netconn.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "sound.h"
#include "model_shared.h"
#include "world.h"
#include "client.h"
#include "render.h"
#include "progs.h"
#include "progsvm.h"
#include "server.h"
#include "input.h"
#include "keys.h"
#include "console.h"
#include "menu.h"
#include "csprogs.h"
extern qboolean noclip_anglehack;
extern cvar_t developer;
extern cvar_t developer_extra;
extern cvar_t developer_insane;
extern cvar_t developer_loadfile;
extern cvar_t developer_loading;
extern cvar_t sessionid;
#define STARTCONFIGFILENAME "quake.rc"
#define CONFIGFILENAME "config.cfg"
/* Preprocessor macros to identify platform
DP_OS_NAME - "friendly" name of the OS, for humans to read
DP_OS_STR - "identifier" of the OS, more suited for code to use
DP_ARCH_STR - "identifier" of the processor architecture
*/
# define DP_OS_NAME "Android"
# define DP_OS_STR "android"
# define USE_GLES2 1
#if defined(__GNUC__)
# if defined(__i386__)
# define DP_ARCH_STR "686"
# define SSE_POSSIBLE
# ifdef __SSE__
# define SSE_PRESENT
# endif
# ifdef __SSE2__
# define SSE2_PRESENT
# endif
# elif defined(__x86_64__)
# define DP_ARCH_STR "x86_64"
# define SSE_PRESENT
# define SSE2_PRESENT
# elif defined(__powerpc__)
# define DP_ARCH_STR "ppc"
# endif
#elif defined(_WIN64)
# define DP_ARCH_STR "x86_64"
# define SSE_PRESENT
# define SSE2_PRESENT
#elif defined(WIN32)
# define DP_ARCH_STR "x86"
# define SSE_POSSIBLE
#endif
#ifdef SSE_PRESENT
# define SSE_POSSIBLE
#endif
#ifdef NO_SSE
# undef SSE_PRESENT
# undef SSE_POSSIBLE
# undef SSE2_PRESENT
#endif
#ifdef SSE_POSSIBLE
// runtime detection of SSE/SSE2 capabilities for x86
qboolean Sys_HaveSSE(void);
qboolean Sys_HaveSSE2(void);
#else
#define Sys_HaveSSE() false
#define Sys_HaveSSE2() false
#endif
#include "glquake.h"
#include "palette.h"
/// incremented every frame, never reset
extern int host_framecount;
/// not bounded in any way, changed at start of every frame, never reset
extern double realtime;
/// equal to Sys_DirtyTime() at the start of this host frame
extern double host_dirtytime;
void Host_InitCommands(void);
void Host_Main(void);
void Host_Shutdown(void);
void Host_StartVideo(void);
void Host_Error(const char *error, ...) DP_FUNC_PRINTF(1) DP_FUNC_NORETURN;
void Host_Quit_f(void);
void Host_ClientCommands(const char *fmt, ...) DP_FUNC_PRINTF(1);
void Host_ShutdownServer(void);
void Host_Reconnect_f(void);
void Host_NoOperation_f(void);
void Host_LockSession(void);
void Host_UnlockSession(void);
void Host_AbortCurrentFrame(void);
/// skill level for currently loaded level (in case the user changes the cvar while the level is running, this reflects the level actually in use)
extern int current_skill;
//
// chase
//
extern cvar_t chase_active;
extern cvar_t cl_viewmodel_scale;
void Chase_Init (void);
void Chase_Reset (void);
void Chase_Update (void);
void fractalnoise(unsigned char *noise, int size, int startgrid);
void fractalnoisequick(unsigned char *noise, int size, int startgrid);
float noise4f(float x, float y, float z, float w);
void Sys_Shared_Init(void);
// Flag in size field of demos to indicate a client->server packet. Demo
// playback will ignore this, but it may be useful to make DP sniff packets to
// debug protocol exploits.
#define DEMOMSG_CLIENT_TO_SERVER 0x80000000
// In Quake, any char in 0..32 counts as whitespace
//#define ISWHITESPACE(ch) ((unsigned char) ch <= (unsigned char) ' ')
#define ISWHITESPACE(ch) (!(ch) || (ch) == ' ' || (ch) == '\t' || (ch) == '\r' || (ch) == '\n')
// This also includes extended characters, and ALL control chars
#define ISWHITESPACEORCONTROL(ch) ((signed char) (ch) <= (signed char) ' ')
#ifdef PRVM_64
#define FLOAT_IS_TRUE_FOR_INT(x) ((x) & 0x7FFFFFFFFFFFFFFF) // also match "negative zero" doubles of value 0x8000000000000000
#define FLOAT_LOSSLESS_FORMAT "%.17g"
#define VECTOR_LOSSLESS_FORMAT "%.17g %.17g %.17g"
#else
#define FLOAT_IS_TRUE_FOR_INT(x) ((x) & 0x7FFFFFFF) // also match "negative zero" floats of value 0x80000000
#define FLOAT_LOSSLESS_FORMAT "%.9g"
#define VECTOR_LOSSLESS_FORMAT "%.9g %.9g %.9g"
#endif
// originally this was _MSC_VER
// but here we want to test the system libc, which on win32 is borked, and NOT the compiler
#ifdef WIN32
#define INT_LOSSLESS_FORMAT_SIZE "I64"
#define INT_LOSSLESS_FORMAT_CONVERT_S(x) ((__int64)(x))
#define INT_LOSSLESS_FORMAT_CONVERT_U(x) ((unsigned __int64)(x))
#else
#define INT_LOSSLESS_FORMAT_SIZE "j"
#define INT_LOSSLESS_FORMAT_CONVERT_S(x) ((intmax_t)(x))
#define INT_LOSSLESS_FORMAT_CONVERT_U(x) ((uintmax_t)(x))
#endif
#endif