mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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ca112294b8
.. from zlib-1.2.7/contrib/minizip/ The original source was minizip 0.15beta from 1998. This update brings zip64 support (untested) and cleaner code. Furthermore, updates to future minizip should be much easier now, as my changes to the original source files from minizip are quite small. To make diffing to upstream minizip-src easier, I added the minizip source as exceptions in the astyle-scripts and left them in their own directory. Two custom functions from idSoftware - unzSetCurrentFileInfoPosition() and unzGetCurrentFileInfoPosition() - aren't needed anymore as minizip 1.1 has functions that do the same.
164 lines
5 KiB
C
164 lines
5 KiB
C
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code 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
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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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.
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===========================================================================
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*/
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#ifndef __PRECOMPILED_H__
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#define __PRECOMPILED_H__
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#include "sys/sys_defines.h"
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#include "sys/sys_builddefines.h"
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#include "sys/sys_includes.h"
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#include "sys/sys_assert.h"
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#include "sys/sys_types.h"
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#include "sys/sys_intrinsics.h"
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#include "sys/sys_threading.h"
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//-----------------------------------------------------
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#define ID_TIME_T int64 // Signed because -1 means "File not found" and we don't want that to compare > than any other time
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// non-portable system services
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#include "../sys/sys_public.h"
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// id lib
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#include "../idlib/Lib.h"
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#include "sys/sys_filesystem.h"
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// framework
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#include "../framework/BuildVersion.h"
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#include "../framework/Licensee.h"
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#include "../framework/CmdSystem.h"
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#include "../framework/CVarSystem.h"
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#include "../framework/Common.h"
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// DG: needed for idFile_InZip in File.h
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#include "../framework/Unzip.h"
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// DG end
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#include "../framework/File.h"
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#include "../framework/File_Manifest.h"
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#include "../framework/File_SaveGame.h"
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#include "../framework/File_Resource.h"
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#include "../framework/FileSystem.h"
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#include "../framework/UsercmdGen.h"
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#include "../framework/Serializer.h"
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#include "../framework/PlayerProfile.h"
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// decls
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#include "../framework/TokenParser.h"
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#include "../framework/DeclManager.h"
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#include "../framework/DeclTable.h"
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#include "../framework/DeclSkin.h"
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#include "../framework/DeclEntityDef.h"
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#include "../framework/DeclFX.h"
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#include "../framework/DeclParticle.h"
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#include "../framework/DeclAF.h"
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#include "../framework/DeclPDA.h"
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// We have expression parsing and evaluation code in multiple places:
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// materials, sound shaders, and guis. We should unify them.
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const int MAX_EXPRESSION_OPS = 4096;
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const int MAX_EXPRESSION_REGISTERS = 4096;
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// renderer
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#include "../renderer/OpenGL/qgl.h"
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#include "../renderer/Cinematic.h"
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#include "../renderer/Material.h"
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#include "../renderer/BufferObject.h"
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#include "../renderer/VertexCache.h"
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#include "../renderer/Model.h"
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#include "../renderer/ModelManager.h"
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#include "../renderer/RenderSystem.h"
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#include "../renderer/RenderWorld.h"
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// sound engine
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#include "../sound/sound.h"
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// user interfaces
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#include "../ui/ListGUI.h"
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#include "../ui/UserInterface.h"
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#include "../swf/SWF.h"
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// collision detection system
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#include "../cm/CollisionModel.h"
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// AAS files and manager
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#include "../aas/AASFile.h"
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#include "../aas/AASFileManager.h"
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// game
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#include "../d3xp/Game.h"
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// Session / Network
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#include "../sys/LightweightCompression.h"
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#include "../sys/Snapshot.h"
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#include "../sys/PacketProcessor.h"
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#include "../sys/SnapshotProcessor.h"
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#include "../sys/sys_savegame.h"
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#include "../sys/sys_session_savegames.h"
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#include "../sys/sys_profile.h"
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#include "../sys/sys_localuser.h"
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#include "../sys/sys_signin.h"
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#include "../sys/sys_stats_misc.h"
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#include "../sys/sys_stats.h"
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#include "../sys/sys_session.h"
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#include "../sys/sys_achievements.h"
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//-----------------------------------------------------
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#ifndef _D3SDK
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#ifdef GAME_DLL
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#include "../d3xp/Game_local.h"
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#else
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#include "../framework/DemoChecksum.h"
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// framework
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#include "../framework/Compressor.h"
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#include "../framework/EventLoop.h"
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#include "../framework/KeyInput.h"
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#include "../framework/EditField.h"
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#include "../framework/DebugGraph.h"
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#include "../framework/Console.h"
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#include "../framework/DemoFile.h"
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#include "../framework/Common_dialog.h"
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#endif /* !GAME_DLL */
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#endif /* !_D3SDK */
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//-----------------------------------------------------
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#undef min
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#undef max
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#include <algorithm> // for min / max / swap
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#endif /* !__PRECOMPILED_H__ */
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