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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
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