Untangle the epic precompiled.h mess

Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
This commit is contained in:
dhewg 2011-12-16 23:28:29 +01:00 committed by Daniel Gibson
parent b96309c22b
commit afebd7e1e5
396 changed files with 2246 additions and 995 deletions

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@ -29,6 +29,14 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __COLLISIONMODELMANAGER_H__ #ifndef __COLLISIONMODELMANAGER_H__
#define __COLLISIONMODELMANAGER_H__ #define __COLLISIONMODELMANAGER_H__
#include "idlib/geometry/TraceModel.h"
#include "idlib/math/Vector.h"
#include "idlib/math/Matrix.h"
#include "idlib/bv/Bounds.h"
#include "idlib/MapFile.h"
class idMaterial;
/* /*
=============================================================================== ===============================================================================

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@ -26,11 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/geometry/JointTransform.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "AF.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,13 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_AF_H__ #ifndef __GAME_AF_H__
#define __GAME_AF_H__ #define __GAME_AF_H__
#include "idlib/Parser.h"
#include "framework/DeclAF.h"
#include "renderer/Model.h"
#include "physics/Physics_AF.h"
#include "Entity.h"
#include "anim/Anim.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,11 +26,17 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/geometry/JointTransform.h"
#include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "Item.h"
#include "Player.h"
#include "Fx.h"
#include "SmokeParticles.h"
#include "AFEntity.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_AFENTITY_H__ #ifndef __GAME_AFENTITY_H__
#define __GAME_AFENTITY_H__ #define __GAME_AFENTITY_H__
#include "physics/Physics_AF.h"
#include "physics/Force_Constant.h"
#include "Entity.h"
#include "AF.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Item.h"
#include "Light.h"
#include "Projectile.h"
#include "WorldSpawn.h"
#include "Game_local.h" #include "Actor.h"
/*********************************************************************** /***********************************************************************

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_ACTOR_H__ #ifndef __GAME_ACTOR_H__
#define __GAME_ACTOR_H__ #define __GAME_ACTOR_H__
#include "AFEntity.h"
#include "IK.h"
#include "PlayerView.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,11 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/DeclEntityDef.h"
#include "renderer/ModelManager.h"
#include "Game_local.h" #include "Fx.h"
#include "BrittleFracture.h"
CLASS_DECLARATION( idEntity, idBrittleFracture ) CLASS_DECLARATION( idEntity, idBrittleFracture )
EVENT( EV_Activate, idBrittleFracture::Event_Activate ) EVENT( EV_Activate, idBrittleFracture::Event_Activate )

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_BRITTLEFRACTURE_H__ #ifndef __GAME_BRITTLEFRACTURE_H__
#define __GAME_BRITTLEFRACTURE_H__ #define __GAME_BRITTLEFRACTURE_H__
#include "physics/Physics_RigidBody.h"
#include "physics/Physics_StaticMulti.h"
#include "physics/Clip.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Player.h"
#include "Game_local.h" #include "Camera.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_CAMERA_H__ #ifndef __GAME_CAMERA_H__
#define __GAME_CAMERA_H__ #define __GAME_CAMERA_H__
#include "idlib/math/Quat.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,9 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop
#include "Game_local.h" #include "EndLevel.h"
/* /*

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@ -26,6 +26,11 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#ifndef __GAME_ENDLEVEL_H__
#define __GAME_ENDLEVEL_H__
#include "Entity.h"
class idTarget_EndLevel : public idEntity { class idTarget_EndLevel : public idEntity {
public: public:
CLASS_PROTOTYPE( idTarget_EndLevel ); CLASS_PROTOTYPE( idTarget_EndLevel );
@ -63,3 +68,5 @@ private:
void Event_Trigger( idEntity *activator ); void Event_Trigger( idEntity *activator );
}; };
#endif

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@ -26,10 +26,25 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/geometry/JointTransform.h"
#include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/DeclEntityDef.h"
#include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "physics/Physics_Parametric.h"
#include "physics/Physics_Actor.h"
#include "script/Script_Thread.h"
#include "Fx.h"
#include "AFEntity.h"
#include "Player.h"
#include "Mover.h"
#include "WorldSpawn.h"
#include "SmokeParticles.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,16 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_ENTITY_H__ #ifndef __GAME_ENTITY_H__
#define __GAME_ENTITY_H__ #define __GAME_ENTITY_H__
#include "idlib/math/Curve.h"
#include "framework/DeclParticle.h"
#include "physics/Physics_Static.h"
#include "physics/Physics.h"
#include "script/Script_Program.h"
#include "gamesys/Class.h"
#include "gamesys/Event.h"
#include "Game_local.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "Player.h"
#include "Projectile.h"
#include "WorldSpawn.h"
#include "Fx.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_FX_H__ #ifndef __GAME_FX_H__
#define __GAME_FX_H__ #define __GAME_FX_H__
#include "renderer/RenderWorld.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,11 +26,17 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SysCvar.h"
#include "physics/Physics_Monster.h"
#include "Game_local.h" #include "ai/AI.h"
#include "Player.h"
#include "Light.h"
#include "WorldSpawn.h"
#include "Sound.h"
#include "Misc.h"
#include "GameEdit.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,12 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_EDIT_H__ #ifndef __GAME_EDIT_H__
#define __GAME_EDIT_H__ #define __GAME_EDIT_H__
#include "framework/DeclPDA.h"
#include "physics/Force_Drag.h"
#include "Entity.h"
class Player;
/* /*
=============================================================================== ===============================================================================

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@ -26,8 +26,26 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/LangDict.h"
#include "idlib/Timer.h"
#include "framework/async/NetworkSystem.h"
#include "framework/BuildVersion.h"
#include "framework/DeclEntityDef.h"
#include "framework/FileSystem.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SysCmds.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "anim/Anim_Testmodel.h"
#include "Camera.h"
#include "SmokeParticles.h"
#include "Player.h"
#include "WorldSpawn.h"
#include "Misc.h"
#include "Trigger.h"
#include "Game_local.h" #include "Game_local.h"

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@ -31,6 +31,26 @@ If you have questions concerning this license or the applicable additional terms
#include "GameBase.h" #include "GameBase.h"
#include "idlib/containers/StrList.h"
#include "idlib/containers/LinkList.h"
#include "idlib/BitMsg.h"
#include "framework/Game.h"
#include "gamesys/SaveGame.h"
#include "physics/Clip.h"
#include "physics/Push.h"
#include "script/Script_Program.h"
#include "ai/AAS.h"
#include "anim/Anim.h"
#include "Pvs.h"
#include "MultiplayerGame.h"
#ifdef ID_DEBUG_UNINITIALIZED_MEMORY
// This is real evil but allows the code to inspect arbitrary class variables.
#define private public
#define protected public
#endif
/* /*
=============================================================================== ===============================================================================
@ -38,12 +58,10 @@ If you have questions concerning this license or the applicable additional terms
=============================================================================== ===============================================================================
*/ */
class idDeclEntityDef;
#ifdef ID_DEBUG_UNINITIALIZED_MEMORY class idRenderWorld;
// This is real evil but allows the code to inspect arbitrary class variables. class idSoundWorld;
#define private public class idUserInterface;
#define protected public
#endif
extern idRenderWorld * gameRenderWorld; extern idRenderWorld * gameRenderWorld;
extern idSoundWorld * gameSoundWorld; extern idSoundWorld * gameSoundWorld;
@ -55,41 +73,29 @@ class idPlayer;
class idCamera; class idCamera;
class idWorldspawn; class idWorldspawn;
class idTestModel; class idTestModel;
class idAAS;
class idAI;
class idSmokeParticles; class idSmokeParticles;
class idEntityFx; class idEntityFx;
class idTypeInfo; class idTypeInfo;
class idProgram;
class idThread; class idThread;
class idEditEntities; class idEditEntities;
class idLocationEntity; class idLocationEntity;
//============================================================================ //============================================================================
#include "gamesys/Event.h"
#include "gamesys/Class.h"
#include "gamesys/SysCvar.h"
#include "gamesys/SysCmds.h"
#include "gamesys/SaveGame.h"
#include "gamesys/DebugGraph.h"
#include "script/Script_Program.h"
#include "anim/Anim.h"
#include "ai/AAS.h"
#include "physics/Clip.h"
#include "physics/Push.h"
#include "Pvs.h"
#include "MultiplayerGame.h"
//============================================================================
extern const int NUM_RENDER_PORTAL_BITS; extern const int NUM_RENDER_PORTAL_BITS;
void gameError( const char *fmt, ... );
extern idRenderWorld * gameRenderWorld;
extern idSoundWorld * gameSoundWorld;
extern const int NUM_RENDER_PORTAL_BITS;
/*
===============================================================================
Local implementation of the public game interface.
===============================================================================
*/
typedef struct entityState_s { typedef struct entityState_s {
int entityNumber; int entityNumber;
idBitMsg state; idBitMsg state;
@ -709,62 +715,4 @@ extern const float DEFAULT_GRAVITY;
extern const idVec3 DEFAULT_GRAVITY_VEC3; extern const idVec3 DEFAULT_GRAVITY_VEC3;
extern const int CINEMATIC_SKIP_DELAY; extern const int CINEMATIC_SKIP_DELAY;
//============================================================================
#include "physics/Force.h"
#include "physics/Force_Constant.h"
#include "physics/Force_Drag.h"
#ifdef _D3XP
#include "physics/Force_Grab.h"
#endif
#include "physics/Force_Field.h"
#include "physics/Force_Spring.h"
#include "physics/Physics.h"
#include "physics/Physics_Static.h"
#include "physics/Physics_StaticMulti.h"
#include "physics/Physics_Base.h"
#include "physics/Physics_Actor.h"
#include "physics/Physics_Monster.h"
#include "physics/Physics_Player.h"
#include "physics/Physics_Parametric.h"
#include "physics/Physics_RigidBody.h"
#include "physics/Physics_AF.h"
#include "SmokeParticles.h"
#include "Entity.h"
#include "GameEdit.h"
#ifdef _D3XP
#include "Grabber.h"
#endif
#include "AF.h"
#include "IK.h"
#include "AFEntity.h"
#include "Misc.h"
#include "Actor.h"
#include "Projectile.h"
#include "Weapon.h"
#include "Light.h"
#include "WorldSpawn.h"
#include "Item.h"
#include "PlayerView.h"
#include "PlayerIcon.h"
#include "Player.h"
#include "Mover.h"
#include "Camera.h"
#include "Moveable.h"
#include "Target.h"
#include "Trigger.h"
#include "Sound.h"
#include "Fx.h"
#include "SecurityCamera.h"
#include "BrittleFracture.h"
#include "ai/AI.h"
#include "anim/Anim_Testmodel.h"
#include "script/Script_Compiler.h"
#include "script/Script_Interpreter.h"
#include "script/Script_Thread.h"
#endif /* !__GAME_LOCAL_H__ */ #endif /* !__GAME_LOCAL_H__ */

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@ -26,8 +26,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/FileSystem.h"
#include "framework/async/NetworkSystem.h"
#include "renderer/RenderSystem.h"
#include "gamesys/SysCmds.h"
#include "Entity.h"
#include "Player.h"
#include "Game_local.h" #include "Game_local.h"

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@ -25,14 +25,19 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h"
#pragma hdrstop
#ifdef _D3XP #ifdef _D3XP
#include "Game_local.h" #include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "Player.h"
#include "Moveable.h"
#include "Misc.h" #include "Misc.h"
#include "Grabber.h"
#define MAX_DRAG_TRACE_DISTANCE 384.0f #define MAX_DRAG_TRACE_DISTANCE 384.0f
#define TRACE_BOUNDS_SIZE 3.f #define TRACE_BOUNDS_SIZE 3.f
#define HOLD_DISTANCE 72.f #define HOLD_DISTANCE 72.f

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@ -25,8 +25,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#ifndef __GAME_GRABBER_H__
#define __GAME_GRABBER_H__
#ifdef _D3XP #ifdef _D3XP
#include "physics/Force_Grab.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================
@ -84,3 +91,5 @@ private:
}; };
#endif #endif
#endif

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@ -26,10 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/geometry/JointTransform.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "Mover.h"
#include "IK.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,11 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_IK_H__ #ifndef __GAME_IK_H__
#define __GAME_IK_H__ #define __GAME_IK_H__
#include "Entity.h"
class idSaveGame;
class idRestoreGame;
/* /*
=============================================================================== ===============================================================================

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@ -26,11 +26,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/RenderSystem.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "Player.h"
#include "Fx.h"
#include "SmokeParticles.h"
#include "Item.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_ITEM_H__ #ifndef __GAME_ITEM_H__
#define __GAME_ITEM_H__ #define __GAME_ITEM_H__
#include "physics/Physics_RigidBody.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Light.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_LIGHT_H__ #ifndef __GAME_LIGHT_H__
#define __GAME_LIGHT_H__ #define __GAME_LIGHT_H__
#include "gamesys/Event.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -31,10 +31,19 @@ Various utility objects and functions.
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "Player.h"
#include "Camera.h"
#include "WorldSpawn.h"
#include "Moveable.h"
#include "SmokeParticles.h"
#include "Misc.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_MISC_H__ #ifndef __GAME_MISC_H__
#define __GAME_MISC_H__ #define __GAME_MISC_H__
#include "physics/Physics_Parametric.h"
#include "physics/Force_Field.h"
#include "physics/Force_Spring.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "Fx.h"
#include "Moveable.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,13 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_MOVEABLE_H__ #ifndef __GAME_MOVEABLE_H__
#define __GAME_MOVEABLE_H__ #define __GAME_MOVEABLE_H__
#include "physics/Physics_RigidBody.h"
#include "script/Script_Thread.h"
#include "gamesys/Event.h"
#include "Entity.h"
#include "Player.h"
#include "Projectile.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Player.h"
#include "Game_local.h" #include "Mover.h"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge! // _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!

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@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_MOVER_H__ #ifndef __GAME_MOVER_H__
#define __GAME_MOVER_H__ #define __GAME_MOVER_H__
#include "physics/Physics_Parametric.h"
#include "Entity.h"
extern const idEventDef EV_TeamBlocked; extern const idEventDef EV_TeamBlocked;
extern const idEventDef EV_PartBlocked; extern const idEventDef EV_PartBlocked;
extern const idEventDef EV_ReachedPos; extern const idEventDef EV_ReachedPos;

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@ -26,11 +26,21 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/BitMsg.h"
#include "idlib/Str.h"
#include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/FileSystem.h"
#include "framework/DeclEntityDef.h"
#include "ui/UserInterface.h"
#include "gamesys/SysCvar.h"
#include "Player.h"
#include "Game_local.h" #include "Game_local.h"
#include "MultiplayerGame.h"
// could be a problem if players manage to go down sudden deaths till this .. oh well // could be a problem if players manage to go down sudden deaths till this .. oh well
#define LASTMAN_NOLIVES -20 #define LASTMAN_NOLIVES -20

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@ -29,6 +29,12 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __MULTIPLAYERGAME_H__ #ifndef __MULTIPLAYERGAME_H__
#define __MULTIPLAYERGAME_H__ #define __MULTIPLAYERGAME_H__
#include "idlib/BitMsg.h"
#include "idlib/Str.h"
#include "ui/UserInterface.h"
#include "GameBase.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,20 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/DeclEntityDef.h"
#include "renderer/RenderSystem.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "WorldSpawn.h"
#include "Player.h"
#include "Camera.h"
#include "Fx.h"
#include "Misc.h"
const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999] const int ASYNC_PLAYER_INV_AMMO_BITS = idMath::BitsForInteger( 999 ); // 9 bits to cover the range [0, 999]
const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60] const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range [-1, 60]

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@ -29,6 +29,19 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_PLAYER_H__ #ifndef __GAME_PLAYER_H__
#define __GAME_PLAYER_H__ #define __GAME_PLAYER_H__
#include "idlib/math/Interpolate.h"
#include "physics/Physics_Player.h"
#include "Item.h"
#include "Actor.h"
#include "Weapon.h"
#include "Projectile.h"
#include "PlayerIcon.h"
#include "GameEdit.h"
class idAI;
class idFuncMountedObject;
/* /*
=============================================================================== ===============================================================================

View file

@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Player.h"
#include "Game_local.h"
#include "PlayerIcon.h" #include "PlayerIcon.h"
static const char * iconKeys[ ICON_NONE ] = { static const char * iconKeys[ ICON_NONE ] = {

View file

@ -26,10 +26,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/RenderWorld.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "gamesys/SaveGame.h"
#include "GameBase.h"
#include "Player.h"
#include "PlayerView.h"
// _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge! // _D3XP : rename all gameLocal.time to gameLocal.slow.time for merge!

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@ -29,6 +29,14 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_PLAYERVIEW_H__ #ifndef __GAME_PLAYERVIEW_H__
#define __GAME_PLAYERVIEW_H__ #define __GAME_PLAYERVIEW_H__
#include "idlib/math/Vector.h"
#include "idlib/Dict.h"
#include "renderer/Material.h"
#include "renderer/RenderWorld.h"
class idSaveGame;
class idRestoreGame;
/* /*
=============================================================================== ===============================================================================

View file

@ -26,10 +26,18 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "Player.h"
#include "Mover.h"
#include "SmokeParticles.h"
#include "Misc.h"
#include "Projectile.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_PROJECTILE_H__ #ifndef __GAME_PROJECTILE_H__
#define __GAME_PROJECTILE_H__ #define __GAME_PROJECTILE_H__
#include "physics/Physics_RigidBody.h"
#include "physics/Force_Constant.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,13 +26,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/Timer.h"
#include "Game_local.h" #include "Game_local.h"
#define MAX_BOUNDS_AREAS 16 #include "Pvs.h"
#define MAX_BOUNDS_AREAS 16
typedef struct pvsPassage_s { typedef struct pvsPassage_s {
byte * canSee; // bit set for all portals that can be seen through this passage byte * canSee; // bit set for all portals that can be seen through this passage

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_PVS_H__ #ifndef __GAME_PVS_H__
#define __GAME_PVS_H__ #define __GAME_PVS_H__
#include "idlib/geometry/Winding.h"
#include "idlib/math/Vector.h"
#include "idlib/bv/Bounds.h"
/* /*
=================================================================================== ===================================================================================

View file

@ -25,24 +25,23 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
/*
SecurityCamera.cpp #include "sys/platform.h"
#include "gamesys/SysCvar.h"
Security camera that triggers targets when player is in view #include "physics/Physics_RigidBody.h"
#include "Entity.h"
*/ #include "Light.h"
#include "Player.h"
#include "../idlib/precompiled.h" #include "Fx.h"
#pragma hdrstop
#include "Game_local.h"
#include "SecurityCamera.h"
/*********************************************************************** /***********************************************************************
idSecurityCamera idSecurityCamera
Security camera that triggers targets when player is in view
***********************************************************************/ ***********************************************************************/
const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" ); const idEventDef EV_SecurityCam_ReverseSweep( "<reverseSweep>" );

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_SECURITYCAMERA_H__ #ifndef __GAME_SECURITYCAMERA_H__
#define __GAME_SECURITYCAMERA_H__ #define __GAME_SECURITYCAMERA_H__
#include "Entity.h"
/* /*
=================================================================================== ===================================================================================

View file

@ -26,11 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "renderer/ModelManager.h"
#include "Entity.h"
#include "Game_local.h" #include "Game_local.h"
#include "SmokeParticles.h"
static const char *smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_"; static const char *smokeParticle_SnapshotName = "_SmokeParticle_Snapshot_";
/* /*

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@ -29,6 +29,12 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __SMOKEPARTICLES_H__ #ifndef __SMOKEPARTICLES_H__
#define __SMOKEPARTICLES_H__ #define __SMOKEPARTICLES_H__
#include "idlib/math/Random.h"
#include "idlib/math/Vector.h"
#include "idlib/math/Matrix.h"
#include "framework/DeclParticle.h"
#include "renderer/RenderWorld.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,10 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "Entity.h"
#include "Game_local.h" #include "Sound.h"
/* /*
=============================================================================== ===============================================================================

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_SOUND_H__ #ifndef __GAME_SOUND_H__
#define __GAME_SOUND_H__ #define __GAME_SOUND_H__
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

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@ -25,22 +25,29 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
/*
Invisible entities that affect other entities or the world when activated. #include "sys/platform.h"
#include "idlib/LangDict.h"
#include "renderer/ModelManager.h"
*/ #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Light.h"
#include "Player.h"
#include "Mover.h"
#include "Misc.h"
#include "WorldSpawn.h"
#include "Sound.h"
#include "../idlib/precompiled.h" #include "Target.h"
#pragma hdrstop
#include "Game_local.h"
/* /*
=============================================================================== ===============================================================================
idTarget idTarget
Invisible entities that affect other entities or the world when activated.
=============================================================================== ===============================================================================
*/ */

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@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_TARGET_H__ #ifndef __GAME_TARGET_H__
#define __GAME_TARGET_H__ #define __GAME_TARGET_H__
#include "idlib/math/Interpolate.h"
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

View file

@ -26,11 +26,11 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "script/Script_Thread.h"
#include "Player.h"
#include "Game_local.h"
#include "Trigger.h"
/* /*
=============================================================================== ===============================================================================

View file

@ -29,6 +29,9 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_TRIGGER_H__ #ifndef __GAME_TRIGGER_H__
#define __GAME_TRIGGER_H__ #define __GAME_TRIGGER_H__
#include "gamesys/Event.h"
#include "Entity.h"
extern const idEventDef EV_Enable; extern const idEventDef EV_Enable;
extern const idEventDef EV_Disable; extern const idEventDef EV_Disable;

View file

@ -26,10 +26,19 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/DeclEntityDef.h"
#include "framework/DeclSkin.h"
#include "Game_local.h" #include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "Player.h"
#include "Trigger.h"
#include "SmokeParticles.h"
#include "WorldSpawn.h"
#include "Misc.h"
#include "Weapon.h"
/*********************************************************************** /***********************************************************************

View file

@ -29,6 +29,14 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_WEAPON_H__ #ifndef __GAME_WEAPON_H__
#define __GAME_WEAPON_H__ #define __GAME_WEAPON_H__
#include "script/Script_Thread.h"
#include "Entity.h"
#include "Light.h"
#include "Grabber.h"
#include "Actor.h"
class idFuncEmitter;
/* /*
=============================================================================== ===============================================================================

View file

@ -25,22 +25,20 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
/*
game_worldspawn.cpp
Worldspawn class. Each map has one worldspawn which handles global spawnargs. #include "sys/platform.h"
#include "framework/FileSystem.h"
*/ #include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "../idlib/precompiled.h" #include "WorldSpawn.h"
#pragma hdrstop
#include "Game_local.h"
/* /*
================ ================
idWorldspawn idWorldspawn
Worldspawn class. Each map has one worldspawn which handles global spawnargs.
Every map should have exactly one worldspawn. Every map should have exactly one worldspawn.
================ ================
*/ */

View file

@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __GAME_WORLDSPAWN_H__ #ifndef __GAME_WORLDSPAWN_H__
#define __GAME_WORLDSPAWN_H__ #define __GAME_WORLDSPAWN_H__
#include "Entity.h"
/* /*
=============================================================================== ===============================================================================

View file

@ -26,10 +26,11 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/Common.h"
#include "tools/compilers/aas/AASFileManager.h"
#include "AAS_local.h" #include "ai/AAS_local.h"
/* /*
============ ============

View file

@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __AAS_H__ #ifndef __AAS_H__
#define __AAS_H__ #define __AAS_H__
#include "tools/compilers/aas/AASFile.h"
/* /*
=============================================================================== ===============================================================================

View file

@ -26,12 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "AAS_local.h" #include "Player.h"
#include "../Game_local.h" // for cvars and debug drawing #include "Game_local.h"
#include "ai/AAS_local.h"
/* /*
============ ============

View file

@ -29,9 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __AAS_LOCAL_H__ #ifndef __AAS_LOCAL_H__
#define __AAS_LOCAL_H__ #define __AAS_LOCAL_H__
#include "AAS.h" #include "ai/AAS.h"
#include "../Pvs.h" #include "Pvs.h"
class idRoutingCache { class idRoutingCache {
friend class idAASLocal; friend class idAASLocal;

View file

@ -26,10 +26,10 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/Common.h"
#include "AAS_local.h" #include "ai/AAS_local.h"
#define SUBSAMPLE_WALK_PATH 1 #define SUBSAMPLE_WALK_PATH 1
#define SUBSAMPLE_FLY_PATH 0 #define SUBSAMPLE_FLY_PATH 0

View file

@ -26,11 +26,10 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "Game_local.h"
#include "AAS_local.h" #include "ai/AAS_local.h"
#include "../Game_local.h" // for print and error
#define CACHETYPE_AREA 1 #define CACHETYPE_AREA 1
#define CACHETYPE_PORTAL 2 #define CACHETYPE_PORTAL 2

View file

@ -26,10 +26,17 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/math/Quat.h"
#include "framework/DeclEntityDef.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "Moveable.h"
#include "Fx.h"
#include "SmokeParticles.h"
#include "Misc.h"
#include "ai/AI.h"
static const char *moveCommandString[ NUM_MOVE_COMMANDS ] = { static const char *moveCommandString[ NUM_MOVE_COMMANDS ] = {
"MOVE_NONE", "MOVE_NONE",

View file

@ -29,6 +29,13 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __AI_H__ #ifndef __AI_H__
#define __AI_H__ #define __AI_H__
#include "physics/Physics_Monster.h"
#include "Entity.h"
#include "Actor.h"
#include "Projectile.h"
class idFuncEmitter;
/* /*
=============================================================================== ===============================================================================
@ -232,6 +239,8 @@ private:
float maxDistSqr; float maxDistSqr;
}; };
class idAI;
class idAASFindAttackPosition : public idAASCallback { class idAASFindAttackPosition : public idAASCallback {
public: public:
idAASFindAttackPosition( const idAI *self, const idMat3 &gravityAxis, idEntity *target, const idVec3 &targetPos, const idVec3 &fireOffset ); idAASFindAttackPosition( const idAI *self, const idMat3 &gravityAxis, idEntity *target, const idVec3 &targetPos, const idVec3 &fireOffset );

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@ -33,10 +33,13 @@ Vagary specific AI code
***********************************************************************/ ***********************************************************************/
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "script/Script_Thread.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "Moveable.h"
#include "ai/AI.h"
class idAI_Vagary : public idAI { class idAI_Vagary : public idAI {
public: public:

View file

@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "Moveable.h"
#include "Misc.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "ai/AI.h"
/*********************************************************************** /***********************************************************************

View file

@ -26,10 +26,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/containers/Queue.h"
#include "idlib/geometry/Winding2D.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "Moveable.h"
#include "WorldSpawn.h"
#include "ai/AI.h"
/* /*
=============================================================================== ===============================================================================

View file

@ -26,10 +26,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/geometry/JointTransform.h"
#include "idlib/math/Quat.h"
#include "../Game_local.h" #include "Game_local.h"
#include "anim/Anim.h"
bool idAnimManager::forceExport = false; bool idAnimManager::forceExport = false;

View file

@ -28,6 +28,13 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __ANIM_H__ #ifndef __ANIM_H__
#define __ANIM_H__ #define __ANIM_H__
#include "idlib/containers/StrList.h"
#include "idlib/containers/HashTable.h"
#include "idlib/Dict.h"
#include "renderer/Model.h"
#include "physics/Clip.h"
// //
// animation channels // animation channels
// these can be changed by modmakers and licensees to be whatever they need. // these can be changed by modmakers and licensees to be whatever they need.

View file

@ -26,10 +26,19 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/containers/BinSearch.h"
#include "idlib/geometry/JointTransform.h"
#include "idlib/math/Quat.h"
#include "renderer/ModelManager.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "ai/AI.h"
#include "Entity.h"
#include "Fx.h"
#include "Game_local.h"
#include "anim/Anim.h"
static const char *channelNames[ ANIM_NumAnimChannels ] = { static const char *channelNames[ ANIM_NumAnimChannels ] = {
"all", "torso", "legs", "head", "eyelids" "all", "torso", "legs", "head", "eyelids"

View file

@ -26,11 +26,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/Licensee.h"
#include "MayaImport/maya_main.h"
#include "../Game_local.h" #include "gamesys/SysCvar.h"
#include "../../MayaImport/maya_main.h" #include "Game_local.h"
#include "anim/Anim.h"
/*********************************************************************** /***********************************************************************

View file

@ -25,6 +25,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "sys/platform.h"
#include "renderer/ModelManager.h"
#include "gamesys/SysCvar.h"
#include "Player.h"
#include "anim/Anim_Testmodel.h"
/* /*
============================================================================= =============================================================================
@ -48,11 +57,6 @@ move around it to view it from different angles.
============================================================================= =============================================================================
*/ */
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idAnimatedEntity, idTestModel ) CLASS_DECLARATION( idAnimatedEntity, idTestModel )
EVENT( EV_FootstepLeft, idTestModel::Event_Footstep ) EVENT( EV_FootstepLeft, idTestModel::Event_Footstep )
EVENT( EV_FootstepRight, idTestModel::Event_Footstep ) EVENT( EV_FootstepRight, idTestModel::Event_Footstep )

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __ANIM_TESTMODEL_H__ #ifndef __ANIM_TESTMODEL_H__
#define __ANIM_TESTMODEL_H__ #define __ANIM_TESTMODEL_H__
#include "physics/Physics_Parametric.h"
#include "Entity.h"
#include "Actor.h"
/* /*
============================================================================================== ==============================================================================================

View file

@ -25,6 +25,13 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "sys/platform.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "Class.h"
/* /*
Base class for all C++ objects. Provides fast run-time type checking and run-time Base class for all C++ objects. Provides fast run-time type checking and run-time
@ -32,14 +39,6 @@ instancing of objects.
*/ */
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#include "TypeInfo.h"
/*********************************************************************** /***********************************************************************
idTypeInfo idTypeInfo

View file

@ -25,6 +25,17 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#ifndef __SYS_CLASS_H__
#define __SYS_CLASS_H__
#include "idlib/containers/Hierarchy.h"
#include "gamesys/Event.h"
class idClass;
class idTypeInfo;
/* /*
Base class for all game objects. Provides fast run-time type checking and run-time Base class for all game objects. Provides fast run-time type checking and run-time
@ -32,12 +43,6 @@ instancing of objects.
*/ */
#ifndef __SYS_CLASS_H__
#define __SYS_CLASS_H__
class idClass;
class idTypeInfo;
extern const idEventDef EV_Remove; extern const idEventDef EV_Remove;
extern const idEventDef EV_SafeRemove; extern const idEventDef EV_SafeRemove;

View file

@ -25,10 +25,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h" #include "sys/platform.h"
#include "Player.h"
#include "Game_local.h"
#include "DebugGraph.h"
/* /*
================ ================

View file

@ -26,6 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#ifndef __DEBUGGRAPH_H__
#define __DEBUGGRAPH_H__
#include "idlib/containers/List.h"
#include "idlib/math/Vector.h"
class idDebugGraph { class idDebugGraph {
public: public:
idDebugGraph(); idDebugGraph();
@ -37,3 +43,5 @@ private:
idList<float> samples; idList<float> samples;
int index; int index;
}; };
#endif

View file

@ -25,6 +25,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "sys/platform.h"
#include "script/Script_Program.h"
#include "Entity.h"
#include "Game_local.h"
#include "Event.h"
/* /*
sys_event.cpp sys_event.cpp
@ -32,11 +40,6 @@ Event are used for scheduling tasks and for linking script commands.
*/ */
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#define MAX_EVENTSPERFRAME 4096 #define MAX_EVENTSPERFRAME 4096
//#define CREATE_EVENT_CODE //#define CREATE_EVENT_CODE

View file

@ -25,14 +25,15 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
/*
sys_event.h
Event are used for scheduling tasks and for linking script commands.
*/
#ifndef __SYS_EVENT_H__ #ifndef __SYS_EVENT_H__
#define __SYS_EVENT_H__ #define __SYS_EVENT_H__
#include "idlib/containers/LinkList.h"
#include "cm/CollisionModel.h"
// Event are used for scheduling tasks and for linking script commands.
#define D_EVENT_MAXARGS 8 // if changed, enable the CREATE_EVENT_CODE define in Event.cpp to generate switch statement for idClass::ProcessEventArgPtr. #define D_EVENT_MAXARGS 8 // if changed, enable the CREATE_EVENT_CODE define in Event.cpp to generate switch statement for idClass::ProcessEventArgPtr.
// running the game will then generate c:\doom\base\events.txt, the contents of which should be copied into the switch statement. // running the game will then generate c:\doom\base\events.txt, the contents of which should be copied into the switch statement.

View file

@ -26,12 +26,16 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/BuildVersion.h"
#include "framework/DeclSkin.h"
#include "renderer/ModelManager.h"
#include "../Game_local.h" #include "physics/Clip.h"
#include "Entity.h"
#include "Game_local.h"
#include "TypeInfo.h" #include "SaveGame.h"
/* /*
Save game related helper classes. Save game related helper classes.

View file

@ -29,6 +29,13 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __SAVEGAME_H__ #ifndef __SAVEGAME_H__
#define __SAVEGAME_H__ #define __SAVEGAME_H__
#include "framework/DeclFX.h"
#include "framework/Game.h"
#include "renderer/Model.h"
#include "renderer/RenderSystem.h"
#include "gamesys/Class.h"
/* /*
Save game related helper classes. Save game related helper classes.

View file

@ -26,12 +26,23 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/LangDict.h"
#include "framework/async/NetworkSystem.h"
#include "framework/FileSystem.h"
#include "../Game_local.h" #include "gamesys/TypeInfo.h"
#include "gamesys/SysCvar.h"
#include "script/Script_Thread.h"
#include "ai/AI.h"
#include "anim/Anim_Testmodel.h"
#include "Entity.h"
#include "Moveable.h"
#include "WorldSpawn.h"
#include "Fx.h"
#include "Misc.h"
#include "TypeInfo.h" #include "SysCmds.h"
/* /*
================== ==================

View file

@ -26,10 +26,14 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/Licensee.h"
#include "framework/BuildVersion.h"
#include "../Game_local.h" #include "GameBase.h"
#include "MultiplayerGame.h"
#include "SysCvar.h"
#if defined( _DEBUG ) #if defined( _DEBUG )
#define BUILD_DEBUG "-debug" #define BUILD_DEBUG "-debug"

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __SYS_CVAR_H__ #ifndef __SYS_CVAR_H__
#define __SYS_CVAR_H__ #define __SYS_CVAR_H__
#include "framework/CVarSystem.h"
extern idCVar developer; extern idCVar developer;
extern idCVar g_cinematic; extern idCVar g_cinematic;

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@ -30,10 +30,17 @@ If you have questions concerning this license or the applicable additional terms
#define private public #define private public
#define protected public #define protected public
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "idlib/containers/LinkList.h"
#include "idlib/containers/StaticList.h"
#include "idlib/math/Quat.h"
#include "idlib/math/Interpolate.h"
#include "idlib/bv/Bounds.h"
#include "idlib/Lexer.h"
#include "framework/Common.h"
#include "framework/FileSystem.h"
#include "../Game_local.h" #include "Entity.h"
#ifdef ID_DEBUG_MEMORY #ifdef ID_DEBUG_MEMORY
#include "GameTypeInfo.h" // Make sure this is up to date! #include "GameTypeInfo.h" // Make sure this is up to date!
@ -41,6 +48,8 @@ If you have questions concerning this license or the applicable additional terms
#include "NoGameTypeInfo.h" #include "NoGameTypeInfo.h"
#endif #endif
#include "TypeInfo.h"
// disabled because it's adds about 64MB to state dumps and takes a really long time // disabled because it's adds about 64MB to state dumps and takes a really long time
//#define DUMP_GAMELOCAL //#define DUMP_GAMELOCAL

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@ -29,6 +29,10 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __SYS_TYPEINFO_H__ #ifndef __SYS_TYPEINFO_H__
#define __SYS_TYPEINFO_H__ #define __SYS_TYPEINFO_H__
#include "idlib/CmdArgs.h"
class idFile;
/* /*
=================================================================================== ===================================================================================

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@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "gamesys/SaveGame.h"
#include "Entity.h"
#include "Game_local.h"
#include "../Game_local.h" #include "physics/Clip.h"
#define MAX_SECTOR_DEPTH 12 #define MAX_SECTOR_DEPTH 12
#define MAX_SECTORS ((1<<(MAX_SECTOR_DEPTH+1))-1) #define MAX_SECTORS ((1<<(MAX_SECTOR_DEPTH+1))-1)

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@ -29,6 +29,12 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __CLIP_H__ #ifndef __CLIP_H__
#define __CLIP_H__ #define __CLIP_H__
#include "idlib/geometry/TraceModel.h"
#include "cm/CollisionModel.h"
class idSaveGame;
class idRestoreGame;
/* /*
=============================================================================== ===============================================================================
@ -41,7 +47,6 @@ If you have questions concerning this license or the applicable additional terms
#define JOINT_HANDLE_TO_CLIPMODEL_ID( id ) ( -1 - id ) #define JOINT_HANDLE_TO_CLIPMODEL_ID( id ) ( -1 - id )
class idClip; class idClip;
class idClipModel;
class idEntity; class idEntity;

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@ -26,10 +26,9 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop
#include "../Game_local.h" #include "physics/Force.h"
CLASS_DECLARATION( idClass, idForce ) CLASS_DECLARATION( idClass, idForce )
END_CLASS END_CLASS

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __FORCE_H__ #ifndef __FORCE_H__
#define __FORCE_H__ #define __FORCE_H__
#include "gamesys/Class.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,11 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "physics/Physics.h"
#include "gamesys/SaveGame.h"
#include "../Game_local.h" #include "physics/Force_Constant.h"
CLASS_DECLARATION( idForce, idForce_Constant ) CLASS_DECLARATION( idForce, idForce_Constant )
END_CLASS END_CLASS

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __FORCE_CONSTANT_H__ #ifndef __FORCE_CONSTANT_H__
#define __FORCE_CONSTANT_H__ #define __FORCE_CONSTANT_H__
#include "physics/Force.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "framework/UsercmdGen.h"
#include "../Game_local.h" #include "physics/Physics.h"
#include "physics/Force_Drag.h"
CLASS_DECLARATION( idForce, idForce_Drag ) CLASS_DECLARATION( idForce, idForce_Drag )
END_CLASS END_CLASS

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@ -29,6 +29,8 @@ If you have questions concerning this license or the applicable additional terms
#ifndef __FORCE_DRAG_H__ #ifndef __FORCE_DRAG_H__
#define __FORCE_DRAG_H__ #define __FORCE_DRAG_H__
#include "physics/Force.h"
/* /*
=============================================================================== ===============================================================================

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@ -26,10 +26,12 @@ If you have questions concerning this license or the applicable additional terms
=========================================================================== ===========================================================================
*/ */
#include "../../idlib/precompiled.h" #include "sys/platform.h"
#pragma hdrstop #include "physics/Physics_Player.h"
#include "physics/Physics_Monster.h"
#include "WorldSpawn.h"
#include "../Game_local.h" #include "physics/Force_Field.h"
CLASS_DECLARATION( idForce, idForce_Field ) CLASS_DECLARATION( idForce, idForce_Field )
END_CLASS END_CLASS

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