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# pragma once
/*-----------------------------------------------------------------------------
* _basetypes
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
//#define GAMEDLL_S0 /*[r]*/
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//#define GAMEDLL_S1 /*[r]*/
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//#define GAMEDLL_S2 /*[i]*/
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# define GAMEDLL_S3 /*[r]*/
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//#define GAMEDLL_S4 /*[i]*/
//#define GAMEDLL_S7 /*[i]*/
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//-----------------------------------------------------------------------------
// Set up platform defines.
//-----------------------------------------------------------------------------
# ifdef _WIN32
# define IsPlatformLinux() 0
# define IsPlatformPosix() 0
# define IsPlatformOSX() 0
# define IsOSXOpenGL() 0
# define IsPlatformPS3() 0
# define IsPlatformPS3_PPU() 0
# define IsPlatformPS3_SPU() 0
# define PLATFORM_WINDOWS 1
# define PLATFORM_OPENGL 0
# ifndef _X360
# define IsPlatformX360() 0
# define IsPlatformWindowsPC() 1
# define PLATFORM_WINDOWS_PC 1
# ifdef _WIN64
# define IsPlatformWindowsPC64() 1
# define IsPlatformWindowsPC32() 0
# define PLATFORM_WINDOWS_PC64 1
# else
# define IsPlatformWindowsPC64() 0
# define IsPlatformWindowsPC32() 1
# define PLATFORM_WINDOWS_PC32 1
# endif
# else // _X360
# define IsPlatformWindowsPC() 0
# define IsPlatformWindowsPC64() 0
# define IsPlatformWindowsPC32() 0
# define IsPlatformX360() 1
# define PLATFORM_X360 1
# endif // _X360
# elif defined(_PS3)
// Adding IsPlatformOpenGL() to help fix a bunch of code that was using IsPosix() to infer if the DX->GL translation layer was being used.
# if defined( DX_TO_GL_ABSTRACTION )
# define IsPlatformOpenGL() true
# else
# define IsPlatformOpenGL() false
# endif
# define IsPlatformX360() 0
# define IsPlatformPS3() 1
# ifdef SPU
# define IsPlatformPS3_PPU() 0
# define IsPlatformPS3_SPU() 1
# else
# define IsPlatformPS3_PPU() 1
# define IsPlatformPS3_SPU() 0
# endif
# define IsPlatformWindowsPC() 0
# define IsPlatformWindowsPC64() 0
# define IsPlatformWindowsPC32() 0
# define IsPlatformPosix() 1
# define PLATFORM_POSIX 1
# define PLATFORM_OPENGL 0
# define IsPlatformLinux() 0
# define IsPlatformOSX() 0
# define IsOSXOpenGL() 0
# elif defined(POSIX)
# define IsPlatformX360() 0
# define IsPlatformPS3() 0
# define IsPlatformPS3_PPU() 0
# define IsPlatformPS3_SPU() 0
# define IsPlatformWindowsPC() 0
# define IsPlatformWindowsPC64() 0
# define IsPlatformWindowsPC32() 0
# define IsPlatformPosix() 1
# define PLATFORM_POSIX 1
# if defined( LINUX ) && !defined( OSX ) // for havok we define both symbols, so don't let the osx build wander down here
# define IsPlatformLinux() 1
# define IsPlatformOSX() 0
# define IsOSXOpenGL() 0
# define PLATFORM_OPENGL 0
# define PLATFORM_LINUX 1
# elif defined ( OSX )
# define IsPlatformLinux() 0
# define IsPlatformOSX() 1
# define IsOSXOpenGL() 1
# define PLATFORM_OSX 1
# define PLATFORM_OPENGL 1
# else
# define IsPlatformLinux() 0
# define IsPlatformOSX() 0
# define IsOSXOpenGL() 0
# define PLATFORM_OPENGL 0
# endif
# else
# error
# endif
//-----------------------------------------------------------------------------
// Old-school defines we're going to support since much code uses them
//-----------------------------------------------------------------------------
# define IsLinux() IsPlatformLinux()
# define IsOSX() IsPlatformOSX()
# define IsPosix() IsPlatformPosix()
# define IsX360() IsPlatformX360()
# define IsPS3() IsPlatformPS3()
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# define MAX_SPLITSCREEN_CLIENT_BITS 2 // Max 2 player splitscreen in portal (don't merge this back), saves a bunch of memory [8/31/2010 tom]
# define MAX_SPLITSCREEN_CLIENTS ( 1 << MAX_SPLITSCREEN_CLIENT_BITS ) // 4 // this should == MAX_JOYSTICKS in InputEnums.h
# define MAX_PLAYERS 128 // Max R5 players.
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# if !defined (GAMEDLL_S0) && !defined (GAMEDLL_S1) && !defined (GAMEDLL_S2)
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# define MAX_MAP_NAME_HOST 64
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# else
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# define MAX_MAP_NAME_HOST 32
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# endif // Max BSP file name len.
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# define MAX_MAP_NAME 64
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# define SDK_VERSION "VGameSDK001" // Increment this with every /breaking/ SDK change (i.e. security/backend changes breaking compatibility).
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# define SDK_ARRAYSIZE(arr) ((sizeof(arr) / sizeof(*arr))) // Name due to IMGUI implementation and NT implementation that we shouldn't share across everywhere.
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# ifndef DEDICATED
# define SDK_DEFAULT_CFG "platform\\cfg\\startup_default.cfg"
# else
# define SDK_DEFAULT_CFG "platform\\cfg\\startup_dedi_default.cfg"
# endif
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// #define COMPILETIME_MAX and COMPILETIME_MIN for max/min in constant expressions
# define COMPILETIME_MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
# define COMPILETIME_MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
# ifndef MIN
# define MIN( a, b ) ( ( ( a ) < ( b ) ) ? ( a ) : ( b ) )
# endif
# ifndef MAX
# define MAX( a, b ) ( ( ( a ) > ( b ) ) ? ( a ) : ( b ) )
# endif
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# ifdef __cplusplus
template < class T , class Y , class X >
inline T clamp ( T const & val , Y const & minVal , X const & maxVal )
{
if ( val < minVal )
return minVal ;
else if ( val > maxVal )
return maxVal ;
else
return val ;
}
// This is the preferred clamp operator. Using the clamp macro can lead to
// unexpected side-effects or more expensive code. Even the clamp (all
// lower-case) function can generate more expensive code because of the
// mixed types involved.
template < class T >
T Clamp ( T const & val , T const & minVal , T const & maxVal )
{
if ( val < minVal )
return minVal ;
else if ( val > maxVal )
return maxVal ;
else
return val ;
}
// This is the preferred Min operator. Using the MIN macro can lead to unexpected
// side-effects or more expensive code.
template < class T >
T Min ( T const & val1 , T const & val2 )
{
return val1 < val2 ? val1 : val2 ;
}
// This is the preferred Max operator. Using the MAX macro can lead to unexpected
// side-effects or more expensive code.
template < class T >
T Max ( T const & val1 , T const & val2 )
{
return val1 > val2 ? val1 : val2 ;
}
template < typename T >
void Swap ( T & a , T & b )
{
T temp = a ;
a = b ;
b = temp ;
}
# else
# define clamp(val, min, max) (((val) > (max)) ? (max) : (((val) < (min)) ? (min) : (val)))
# endif
# define fsel(c,x,y) ( (c) >= 0 ? (x) : (y) )
// integer conditional move
// if a >= 0, return x, else y
# define isel(a,x,y) ( ((a) >= 0) ? (x) : (y) )
// if x = y, return a, else b
# define ieqsel(x,y,a,b) (( (x) == (y) ) ? (a) : (b))
// if the nth bit of a is set (counting with 0 = LSB),
// return x, else y
// this is fast if nbit is a compile-time immediate
# define ibitsel(a, nbit, x, y) ( ( ((a) & (1 << (nbit))) != 0 ) ? (x) : (y) )
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// MSVC CRT uses 0x7fff while gcc uses MAX_INT, leading to mismatches between platforms
// As a result, we pick the least common denominator here. This should be used anywhere
// you might typically want to use RAND_MAX
# define VALVE_RAND_MAX 0x7fff
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# define FORWARD_DECLARE_HANDLE(name) typedef struct name##__ *name
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# ifndef NOTE_UNUSED
# define NOTE_UNUSED(x) (void)(x) // for pesky compiler / lint warnings
# endif
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# ifndef M_PI
# define M_PI 3.14159265358979323846 // matches value in gcc v2 math.h
# endif
# define M_PI_F ((float)(M_PI)) // Shouldn't collide with anything.
// NJS: Inlined to prevent floats from being autopromoted to doubles, as with the old system.
# ifndef RAD2DEG
# define RAD2DEG( x ) ( (float)(x) * (float)(180.f / M_PI_F) )
# endif
# ifndef DEG2RAD
# define DEG2RAD( x ) ( (float)(x) * (float)(M_PI_F / 180.f) )
# endif
typedef int qboolean ;
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typedef float vec_t ;
typedef float vec3_t [ 3 ] ;
typedef float float32 ;
typedef double float64 ;
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struct vrect_t
{
int x , y , width , height ;
vrect_t * pnext ;
} ;
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constexpr int MAX_NETCONSOLE_INPUT_LEN = 4096 ;
constexpr int MSG_NOSIGNAL = 0 ;