#ifndef __CUBE_H__ #define __CUBE_H__ #ifdef __GNUC__ #define gamma __gamma #endif #include #ifdef __GNUC__ #undef gamma #endif #include #ifdef WIN32 #define strcasecmp(a,b) _stricmp(a,b) #endif #include #include #include #include #include #ifdef __GNUC__ #include #else #include #endif #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include "windows.h" #define _WINDOWS #define ZLIB_DLL #endif #include #include #define GL_GLEXT_LEGACY #define __glext_h__ #define NO_SDL_GLEXT #include #undef __glext_h__ #include "GL/glext.h" #include #include #include "tools.h" #include "geom.h" #include "world.h" #include "model.h" #include "protocol.h" #include "entity.h" #include "sound.h" #include "command.h" typedef vector cvector; typedef vector ivector; // globals ooh naughty extern sqr *world, *wmip[]; // map data, the mips are sequential 2D arrays in memory extern header hdr; // current map header extern int sfactor, ssize; // ssize = 2^sfactor extern int cubicsize, mipsize; // cubicsize = ssize^2 extern physent *camera1; // camera representing perspective of player, usually player1 extern playerent *player1; // special client ent that receives input and acts as camera extern vector players; // all the other clients (in multiplayer) extern vector bounceents; extern bool editmode; extern vector ents; // map entities extern vec worldpos, camup, camright; // current target of the crosshair in the world extern vec hitpos; extern int lastmillis; // last time extern int curtime; // current frame time extern int gamemode, nextmode; extern int gamespeed; extern int xtraverts; extern bool minimap, reflecting, refracting; extern bool demoplayback; extern bool intermission; extern int maxclients; extern hashtable mapinfo; extern bool hasTE, hasMT, hasMDA; extern int VIRTW; // virtual screen size for text & HUD #define VIRTH 1800 #define FONTH 64 #define PIXELTAB (VIRTW/12) #include "protos.h" // external function decls #define AC_VERSION 930 #endif