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authorMichael Smith <mikesmiffy128@gmail.com>2022-04-30 00:23:31 +0100
committerMichael Smith <mikesmiffy128@gmail.com>2022-04-30 00:34:47 +0100
commit1a5c55eb89c22e8822ec057a3731a6d753f13859 (patch)
treefa09dd757a1966649119f70717bd11d679c0f179 /src/engineapi.c
parent1aaedffd8c68614936c59d4681e6dc111cb32691 (diff)
Centralise engine access, add Portal FOV changer
- A bunch of stuff is now defined in one header, engineapi.h - engineapi.c is responsible for setting up any interfaces/stuff that's used in more than one place - mkgamedata is pretty much rewritten and now supports nested conditionals - gamedata variables no longer have the gamedata_ prefix because it was just annoyingly long all the time - vcall macros are somewhat revamped and support dynamic (gamedata) indices - Portal 1 FOV can be set anywhere from 75-120 using fov_desired - tested in both the main versions currently used by runners - A few typos were also fixed ("intput," "writeable," "indexes")
Diffstat (limited to 'src/engineapi.c')
-rw-r--r--src/engineapi.c50
1 files changed, 50 insertions, 0 deletions
diff --git a/src/engineapi.c b/src/engineapi.c
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+++ b/src/engineapi.c
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+/*
+ * Copyright © 2022 Michael Smith <mikesmiffy128@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.
+ */
+
+#include "engineapi.h"
+#include "gametype.h"
+#include "intdefs.h"
+
+u64 _gametype_tag = 0; // declared in gametype.h but seems sensible enough here
+
+ifacefactory factory_client = 0, factory_server = 0, factory_engine = 0,
+ factory_inputsystem = 0;
+
+struct VEngineClient *engclient;
+struct VEngineServer *engserver;
+
+void engineapi_init(void) {
+ if (engclient = factory_engine("VEngineClient015", 0)) {
+ _gametype_tag |= _gametype_tag_Client015;
+ }
+ else if (engclient = factory_engine("VEngineClient014", 0)) {
+ _gametype_tag |= _gametype_tag_Client014;
+ }
+ else if (engclient = factory_engine("VEngineClient013", 0)) {
+ _gametype_tag |= _gametype_tag_Client013;
+ }
+ else if (engclient = factory_engine("VEngineClient012", 0)) {
+ _gametype_tag |= _gametype_tag_Client012;
+ }
+
+ if (engserver = factory_engine("VEngineServer021", 0)) {
+ _gametype_tag |= _gametype_tag_Server021;
+ }
+ // else if (engserver = others as needed...) {
+ // }
+}
+
+// vi: sw=4 ts=4 noet tw=80 cc=80