/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program 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 2 * of the License, or (at your option) any later version. * * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Reto Grieder * Co-authors: * ... * */ /** @file @brief Shared library macros, enums, constants and forward declarations for the weapons module */ #ifndef _WeaponsPrereqs_H__ #define _WeaponsPrereqs_H__ #include "OrxonoxConfig.h" #include "OrxonoxPrereqs.h" //----------------------------------------------------------------------- // Shared library settings //----------------------------------------------------------------------- #if defined(ORXONOX_PLATFORM_WINDOWS) && !defined(WEAPONS_STATIC_BUILD) # ifdef WEAPONS_SHARED_BUILD # define _WeaponsExport __declspec(dllexport) # else # if defined( __MINGW32__ ) # define _WeaponsExport # else # define _WeaponsExport __declspec(dllimport) # endif # endif # define _WeaponsPrivate #elif defined (ORXONOX_GCC_VISIBILITY) # define _WeaponsExport __attribute__ ((visibility("default"))) # define _WeaponsPrivate __attribute__ ((visibility("hidden"))) #else # define _WeaponsExport # define _WeaponsPrivate #endif //----------------------------------------------------------------------- // Forward declarations //----------------------------------------------------------------------- namespace orxonox { class MuzzleFlash; // munitions class FusionMunition; class LaserMunition; class ReplenishingMunition; // projectiles class BillboardProjectile; class LightningGunProjectile; class ParticleProjectile; class Projectile; // weaponmodes class EnergyDrink; class FusionFire; class HsW01; class LaserFire; class LightningGun; } #endif /* _WeaponsPrereqs_H__ */