/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #ifndef __PRECOMPILED_H__ #define __PRECOMPILED_H__ #ifdef __cplusplus //----------------------------------------------------- #define ID_TIME_T time_t #ifdef _WIN32 #if defined(_MFC_VER) && !defined(_D3SDK) && !defined(GAME_DLL) #define _ATL_CSTRING_EXPLICIT_CONSTRUCTORS // prevent auto literal to string conversion #include "../tools/comafx/StdAfx.h" #endif #include #include #include #define DIRECTINPUT_VERSION 0x0800 // was 0x0700 with the old mssdk #include #pragma warning(disable : 4100) // unreferenced formal parameter #pragma warning(disable : 4244) // conversion to smaller type, possible loss of data #pragma warning(disable : 4714) // function marked as __forceinline not inlined #pragma warning(disable : 4996) // unsafe string operations #include // no malloc.h on mac or unix #include // for qgl.h #undef FindText // stupid namespace poluting Microsoft monkeys #endif /* _WIN32 */ //----------------------------------------------------- #if !defined( _DEBUG ) && !defined( NDEBUG ) // don't generate asserts #define NDEBUG #endif #include #include #include #include #include #include #include #include #include #include #include //----------------------------------------------------- // non-portable system services #include "../sys/sys_public.h" // id lib #include "../idlib/Lib.h" // framework #include "../framework/BuildVersion.h" #include "../framework/BuildDefines.h" #include "../framework/Licensee.h" #include "../framework/CmdSystem.h" #include "../framework/CVarSystem.h" #include "../framework/Common.h" #include "../framework/File.h" #include "../framework/FileSystem.h" #include "../framework/UsercmdGen.h" // decls #include "../framework/DeclManager.h" #include "../framework/DeclTable.h" #include "../framework/DeclSkin.h" #include "../framework/DeclEntityDef.h" #include "../framework/DeclFX.h" #include "../framework/DeclParticle.h" #include "../framework/DeclAF.h" #include "../framework/DeclPDA.h" // We have expression parsing and evaluation code in multiple places: // materials, sound shaders, and guis. We should unify them. const int MAX_EXPRESSION_OPS = 4096; const int MAX_EXPRESSION_REGISTERS = 4096; // renderer #include "../renderer/qgl.h" #include "../renderer/Cinematic.h" #include "../renderer/Material.h" #include "../renderer/Model.h" #include "../renderer/ModelManager.h" #include "../renderer/RenderSystem.h" #include "../renderer/RenderWorld.h" // sound engine #include "../sound/sound.h" // asynchronous networking #include "../framework/async/NetworkSystem.h" // user interfaces #include "../ui/ListGUI.h" #include "../ui/UserInterface.h" // collision detection system #include "../cm/CollisionModel.h" // AAS files and manager #include "../tools/compilers/aas/AASFile.h" #include "../tools/compilers/aas/AASFileManager.h" // game interface #include "../framework/Game.h" //----------------------------------------------------- #ifndef _D3SDK #ifdef GAME_DLL #include "Game_local.h" #else #include "../framework/DemoChecksum.h" // framework #include "../framework/Compressor.h" #include "../framework/EventLoop.h" #include "../framework/KeyInput.h" #include "../framework/EditField.h" #include "../framework/Console.h" #include "../framework/DemoFile.h" #include "../framework/Session.h" // asynchronous networking #include "../framework/async/AsyncNetwork.h" // The editor entry points are always declared, but may just be // stubbed out on non-windows platforms. #include "../tools/edit_public.h" // Compilers for map, model, video etc. processing. #include "../tools/compilers/compiler_public.h" #endif /* !GAME_DLL */ #endif /* !_D3SDK */ //----------------------------------------------------- #endif /* __cplusplus */ #endif /* !__PRECOMPILED_H__ */