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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