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source: code/branches/gametypes/src/orxonox/OrxonoxPrereqs.h @ 3020

Last change on this file since 3020 was 3020, checked in by landauf, 15 years ago

some small adjustments in all the new gametype classes

  • Property svn:eol-style set to native
File size: 6.6 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30  @file
31  @brief Contains all the necessary forward declarations for all classes and structs.
32*/
33
34#ifndef _OrxonoxPrereqs_H__
35#define _OrxonoxPrereqs_H__
36
37#include "OrxonoxConfig.h"
38
39//-----------------------------------------------------------------------
40// Shared library settings
41//-----------------------------------------------------------------------
42#define ORXONOX_NO_EXPORTS // This is an executable that needs no exports
43#if defined(ORXONOX_PLATFORM_WINDOWS) && !(defined(ORXONOX_STATIC_BUILD) || defined(ORXONOX_NO_EXPORTS))
44#  ifdef ORXONOX_SHARED_BUILD
45#    define _OrxonoxExport __declspec(dllexport)
46#  else
47#    if defined( __MINGW32__ )
48#      define _OrxonoxExport
49#    else
50#      define _OrxonoxExport __declspec(dllimport)
51#    endif
52#  endif
53#elif defined ( ORXONOX_GCC_VISIBILITY )
54#  define _OrxonoxExport  __attribute__ ((visibility("default")))
55#else
56#  define _OrxonoxExport
57#endif
58
59//-----------------------------------------------------------------------
60// Forward declarations
61//-----------------------------------------------------------------------
62
63namespace orxonox
64{
65    namespace LODParticle
66    {
67        enum LOD
68        {
69            off = 0,
70            low = 1,
71            normal = 2,
72            high = 3
73        };
74    }
75
76    //put here all existing munitionTypes
77    namespace MunitionType
78    {
79
80
81
82        enum Enum
83        { laserGunMunition };
84    }
85
86    //put here all weapon fire modes.
87    //they have to be added to Pawn and HumanController, too.
88    namespace WeaponMode
89    {
90        enum Enum
91        {
92            fire     = 0x1,
93            altFire  = 0x2,
94            altFire2 = 0x4
95        };
96    }
97
98
99    class GraphicsEngine;
100    class Settings;
101
102    class RadarViewable;
103    class Radar;
104    class RadarListener;
105
106    class Teamcolourable;
107
108    class CameraManager;
109    class LevelManager;
110    class PawnManager;
111    class PlayerManager;
112
113    // objects
114    class Level;
115    class Scene;
116
117    class AddQuest;
118    class AddQuestHint;
119    class AddReward;
120    class ChangeQuestStatus;
121    class CompleteQuest;
122    class FailQuest;
123    class GlobalQuest;
124    class LocalQuest;
125    class Quest;
126    class QuestDescription;
127    class QuestEffect;
128    class QuestEffectBeacon;
129    class QuestHint;
130    class QuestItem;
131    class QuestListener;
132    class QuestManager;
133    class Rewardable;
134
135    class WorldEntity;
136    class StaticEntity;
137    class MobileEntity;
138    class ControllableEntity;
139    class MovableEntity;
140    class Sublevel;
141    class ForceField;
142
143    class Model;
144    class Billboard;
145    class BlinkingBillboard;
146    class ExplosionChunk;
147    class FadingBillboard;
148    class GlobalShader;
149    class Light;
150    class Backlight;
151    class ParticleEmitter;
152    class ParticleSpawner;
153
154    class PongCenterpoint;
155    class PongBall;
156    class PongBat;
157
158    class Camera;
159    class CameraPosition;
160    class SpawnPoint;
161    class TeamSpawnPoint;
162
163    class Spectator;
164    class Pawn;
165    class SpaceShip;
166    class TeamBaseMatchBase;
167    class Destroyer;
168
169    class Item;
170    class Engine;
171    class MultiStateEngine;
172    class RotatingEngine;
173
174    class Trigger;
175    class DistanceTrigger;
176    class EventTrigger;
177    class PlayerTrigger;
178    class CheckPoint;
179
180    class WeaponSystem;
181    class WeaponSet;
182    class WeaponSlot;
183    class WeaponPack;
184    class Weapon;
185    class Munition;
186    class LaserGun;
187    class LaserGunMunition;
188
189    class EventListener;
190    class EventDispatcher;
191    class EventTarget;
192
193    class Controller;
194    class HumanController;
195    class ArtificialController;
196    class AIController;
197    class ScriptController;
198
199    class Info;
200    class PlayerInfo;
201    class HumanPlayer;
202    class Bot;
203    class GametypeInfo;
204
205    class Gametype;
206    class Deathmatch;
207    class TeamDeathmatch;
208    class Asteroids;
209    class TeamBaseMatch;
210    class UnderAttack;
211    class Pong;
212
213    class Scores;
214    class CreateLines;
215    class Scoreboard;
216    class Stats;
217
218    // collision
219    class CollisionShape;
220    class SphereCollisionShape;
221    class CompoundCollisionShape;
222    class PlaneCollisionShape;
223    class WorldEntityCollisionShape;
224
225    // tools
226    class BillboardSet;
227    class Light;
228    class Mesh;
229    class ParticleInterface;
230    class Shader;
231    template <class T>
232    class Timer;
233
234    // overlays
235    class BarColour;
236    class DebugFPSText;
237    class DebugRTRText;
238    class HUDBar;
239    class HUDNavigation;
240    class HUDRadar;
241    class HUDSpeedBar;
242    class HUDHealthBar;
243    class HUDTimer;
244    class InGameConsole;
245    class Notification;
246    class NotificationManager;
247    class NotificationQueue;
248    class OrxonoxOverlay;
249    class OverlayGroup;
250    class OverlayText;
251    class GametypeStatus;
252    class CreateLines;
253    class Scoreboard;
254
255    //gui
256    class GUIManager;
257
258    // game states
259    class GSRoot;
260    class GSGraphics;
261    class GSIO;
262    class GSIOConsole;
263    class GSLevel;
264    class GSStandalone;
265    class GSServer;
266    class GSClient;
267    class GSGUI;
268}
269
270namespace Ogre
271{
272    // some got forgotten in OgrePrerequisites
273    class BorderPanelOverlayElement;
274    class PanelOverlayElement;
275    class TextAreaOverlayElement;
276}
277
278namespace CEGUI
279{
280    class LuaScriptModule;
281
282    class OgreCEGUIRenderer;
283    class OgreCEGUIResourceProvider;
284    class OgreCEGUITexture;
285}
286
287// Bullet Physics Engine
288
289class btTransform;
290class btVector3;
291
292class btRigidBody;
293class btCollisionObject;
294class btGhostObject;
295class btManifoldPoint;
296
297class btCollisionShape;
298class btSphereShape;
299class btCompoundShape;
300class btStaticPlaneShape;
301
302class btDiscreteDynamicsWorld;
303class bt32BitAxisSweep3;
304class btDefaultCollisionConfiguration;
305class btCollisionDispatcher;
306class btSequentialImpulseConstraintSolver;
307
308// lua
309struct lua_State;
310
311#endif /* _OrxonoxPrereqs_H__ */
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