Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
#if !defined(__CTCL_H__)
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#define __CTCL_H__
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// The following ifdef block is the standard way of creating macros which make exporting
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// from a DLL simpler. All files within this DLL are compiled with the CTCL_EXPORTS
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// symbol defined on the command line. this symbol should not be defined on any project
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// that uses this DLL. This way any other project whose source files include this file see
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// CTCL_API functions as being imported from a DLL, wheras this DLL sees symbols
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// defined with this macro as being exported.
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#ifdef CTCL_EXPORTS
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#define CTCL_API __declspec(dllexport)
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#else
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#define CTCL_API __declspec(dllimport)
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#endif
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#undef CTCL_API
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#define CTCL_API
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enum ECTCLType {
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ECTCL_Console = 0,
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ECTCL_Launcher,
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ECTCL_Game,
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ECTCL_CameraShip,
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ECTCL_None,
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};
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struct STeslaInfo
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{
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public:
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BOOL m_bCameraShip;
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u_long m_ulAddr;
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const char* m_pcsz;
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int m_nLauncherState; // 0: no connection, +1: connection, -1: connecting
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EGameType m_eGameType;
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EGameTypeState m_eGameTypeState;
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EGameState m_eGameState;
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public:
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};
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#define C_GameInfo 1 // Console 2 Launcher
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#define S_GameInfo 1 // Launcher 2 Console
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class CTeslaInfo;
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typedef CTeslaInfo* TESLA_HANDLE;
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CTCL_API BOOL CTCL_Start(ECTCLType eCTCLType);
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CTCL_API void CTCL_Stop();
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void __stdcall CTCL_Proc();
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CTCL_API void CTCL_Run();
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// Used by Console
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CTCL_API int CTCL_GetTeslaCount();
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CTCL_API TESLA_HANDLE CTCL_GetTeslaInfo(int nIndex, STeslaInfo& TI);
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// Used by Launcher
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// Used by Game
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// Used by CameraShip
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// Used by All
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#endif // !defined(__CTCL_H__)
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