mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
207 lines
6.5 KiB
C
207 lines
6.5 KiB
C
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_ENGINE_H
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#define SE_INCL_ENGINE_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#ifdef _WIN32
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#ifndef PLATFORM_WIN32
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#define PLATFORM_WIN32 1
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#endif
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#endif
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// set this to 1 to enable checks whether somethig is deleted while iterating some array/container
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#define CHECKARRAYLOCKING 0
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#include <stdlib.h>
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#include <stdarg.h>
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#include <stdio.h>
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#include <string.h>
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#include <stddef.h>
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#include <time.h>
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#include <math.h>
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#include <search.h> // for qsort
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#include <float.h> // for FPU control
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#if !PLATFORM_MACOSX
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#include <malloc.h>
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#endif
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/* rcg10042001 !!! FIXME: Move these somewhere. */
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#if (defined PLATFORM_WIN32)
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#include <conio.h>
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#include <crtdbg.h>
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#include <winsock2.h>
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#include <windows.h>
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#include <mmsystem.h> // for timers
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#endif
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#include <Engine/Base/Base.h>
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#include <Engine/Base/Types.h>
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#include <Engine/Base/Input.h>
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#include <Engine/Base/KeyNames.h>
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#include <Engine/Base/Updateable.h>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/Base/ErrorTable.h>
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#include <Engine/Base/ReplaceFile.h>
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/Lists.h>
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#include <Engine/Base/Timer.h>
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#include <Engine/Base/ListIterator.inl>
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#include <Engine/Base/Console.h>
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#include <Engine/Base/Console_internal.h>
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#include <Engine/Base/Shell_internal.h>
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#include <Engine/Base/Shell.h>
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#include <Engine/Base/Statistics.h>
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#include <Engine/Base/CRC.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Base/ProgressHook.h>
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#include <Engine/Base/Registry.h>
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#include <Engine/Base/IFeel.h>
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#include <Engine/Base/DynamicLoader.h> // rcg10082001
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#include <Engine/Base/FileSystem.h> // rcg10082001
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#include <Engine/Base/ThreadLocalStorage.h> // rcg10242001
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#include <Engine/Entities/EntityClass.h>
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#include <Engine/Entities/EntityCollision.h>
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#include <Engine/Entities/EntityProperties.h>
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#include <Engine/Entities/Entity.h>
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#include <Engine/Entities/InternalClasses.h>
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#include <Engine/Entities/LastPositions.h>
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#include <Engine/Entities/EntityCollision.h>
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#include <Engine/Entities/ShadingInfo.h>
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#include <Engine/Entities/FieldSettings.h>
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#include <Engine/Entities/Precaching.h>
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#include <Engine/Light/LightSource.h>
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#include <Engine/Light/LensFlares.h>
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#include <Engine/Light/Shadows_internal.h>
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#include <Engine/Light/Gradient.h>
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#include <Engine/Math/Geometry.inl>
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#include <Engine/Math/Clipping.inl>
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#include <Engine/Math/FixInt.h>
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#include <Engine/Math/Float.h>
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#include <Engine/Math/Object3D.h>
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#include <Engine/Math/Functions.h>
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#include <Engine/Math/Quaternion.h>
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#include <Engine/Math/Projection.h>
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#include <Engine/Math/Projection_DOUBLE.h>
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#include <Engine/Network/Network.h>
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#include <Engine/Network/Server.h>
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#include <Engine/Network/NetworkMessage.h>
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#include <Engine/Network/PlayerSource.h>
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#include <Engine/Network/PlayerBuffer.h>
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#include <Engine/Network/PlayerTarget.h>
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#include <Engine/Network/SessionState.h>
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#include <Engine/Network/NetworkProfile.h>
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#include <Engine/Brushes/Brush.h>
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#include <Engine/Brushes/BrushTransformed.h>
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#include <Engine/Brushes/BrushArchive.h>
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/World/World.h>
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#include <Engine/World/WorldEditingProfile.h>
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#include <Engine/World/WorldRayCasting.h>
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#include <Engine/World/PhysicsProfile.h>
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#include <Engine/World/WorldSettings.h>
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#include <Engine/World/WorldCollision.h>
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#include <Engine/Rendering/Render.h>
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#include <Engine/Rendering/Render_internal.h>
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#include <Engine/Models/ModelObject.h>
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#include <Engine/Models/ModelData.h>
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#include <Engine/Models/Model_internal.h>
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#include <Engine/Models/EditModel.h>
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#include <Engine/Models/RenderModel.h>
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#include <Engine/Ska/ModelInstance.h>
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#include <Engine/Ska/Mesh.h>
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#include <Engine/Ska/Skeleton.h>
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#include <Engine/Ska/AnimSet.h>
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#include <Engine/Ska/StringTable.h>
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#include <Engine/Ska/Render.h>
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#include <Engine/Sound/SoundObject.h>
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#include <Engine/Sound/SoundLibrary.h>
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#include <Engine/Sound/SoundListener.h>
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#include <Engine/Graphics/Texture.h>
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#include <Engine/Graphics/Color.h>
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#include <Engine/Graphics/Font.h>
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#include <Engine/Graphics/GfxLibrary.h>
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#include <Engine/Graphics/ViewPort.h>
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#include <Engine/Graphics/DrawPort.h>
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#include <Engine/Graphics/ImageInfo.h>
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#include <Engine/Graphics/RenderScene.h>
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#include <Engine/Graphics/RenderPoly.h>
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#include <Engine/Graphics/Fog.h>
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#include <Engine/Graphics/Stereo.h>
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#include <Engine/Templates/BSP.h>
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#include <Engine/Templates/BSP_internal.h>
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#include <Engine/Templates/DynamicStackArray.h>
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#include <Engine/Templates/DynamicStackArray.cpp>
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#include <Engine/Templates/LinearAllocator.h>
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#include <Engine/Templates/LinearAllocator.cpp>
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#include <Engine/Templates/DynamicArray.h>
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#include <Engine/Templates/DynamicArray.cpp>
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#include <Engine/Templates/DynamicContainer.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Templates/StaticArray.h>
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#include <Engine/Templates/StaticArray.cpp>
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#include <Engine/Templates/StaticStackArray.h>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/Selection.h>
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#include <Engine/Templates/Selection.cpp>
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// some global stuff
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// rcg10072001 (argv0) is, literally, argv[0] from your mainline. We need this
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// on some platforms to determine where the program is running from in the
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// filesystem.
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ENGINE_API void SE_InitEngine(const char *argv0, CTString strGameID);
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ENGINE_API void SE_EndEngine(void);
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ENGINE_API void SE_LoadDefaultFonts(void);
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ENGINE_API void SE_UpdateWindowHandle( HWND hwndWindowed);
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ENGINE_API void SE_PretouchIfNeeded(void);
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ENGINE_API extern CTString _strEngineBuild; // not valid before InitEngine()!
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ENGINE_API extern ULONG _ulEngineBuildMajor;
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ENGINE_API extern ULONG _ulEngineBuildMinor;
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ENGINE_API extern BOOL _bDedicatedServer;
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ENGINE_API extern BOOL _bWorldEditorApp; // is this world editor app
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ENGINE_API extern CTString _strLogFile;
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// temporary vars for adjustments
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ENGINE_API extern FLOAT tmp_af[10];
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ENGINE_API extern INDEX tmp_ai[10];
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ENGINE_API extern INDEX tmp_i;
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ENGINE_API extern INDEX tmp_fAdd;
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#endif /* include-once blocker. */
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