/* * Copyright (c) 2007, Wesley Hearn * * All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation and/or * other materials provided with the distribution. * * Neither the name of the product nor the names of its contributors may be * used to endorse or promote products derived from this software without specific * prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * main.hpp - <DATE> - Main header. * * TODO: Comment on how this file works :) - July 15 2007 3:16pm */#ifndef MAIN_HPP_#define MAIN_HPP_#ifndef null#define null NULL#endif// For our own sleep function// Faster in house and don't have to keep up with cross platform headers#include <time.h>// Main irrlicht header.#include <irrlicht.h>// Names spaces - O.K. i hate doing <blah>::<function>using namespace irr;using namespace core;using namespace scene;using namespace video;using namespace io;using namespace gui;// Game state enumenum GameState{ MAIN_MENU = 0, LOADING, IN_WORLD, GAMESTATE_MAX};extern GameState GS;// For the Menu stateenum MENU{ TOP_MENU = 0, NEW_GAME,// LOAD_GAME, OPTIONS,// QUIT, NONE, MENU_MAX};extern MENU menuState;// Class prototypes - VERY IMPORTANT// When you make a new class add it HERE!extern class Client client;extern class Config config;extern class Input input;extern class World world;extern class Menu menu;// See the Class noteextern struct Settings settings;// Include other headers.// The Reason for the class is some of these files need other classes// So instead of including all the headers in all the files this is easier.// Bullet/*#include <LinearMath/btVector3.h>#include <LinearMath/btMatrix3x3.h>#include <LinearMath/btTransform.h>#include <LinearMath/btQuickprof.h>#include <LinearMath/btAlignedObjectArray.h>#include <btBulletDynamicsCommon.h>#include <GIMPACT/Bullet/btGImpactShape.h>#include <GIMPACT/Bullet/btGImpactCollisionAlgorithm.h>*/#include <client.hpp>#include <config.hpp>#include <input.hpp>#include <world.hpp>#include <menu.hpp>#endif /*MAIN_HPP_*/