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.
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#ifndef __GLOBALSHPP__
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#define __GLOBALSHPP__
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#pragma warning (disable:4786)
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#include "windows.hpp"
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#pragma warning (disable:4786)
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#include "ai test.hpp"
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#pragma warning (disable:4786)
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#include "ai test wnd.hpp"
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#pragma warning (disable:4786)
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#include "airailpath.hpp"
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#pragma warning (disable:4786)
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#ifndef GLOBAL_EXTERN
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#define GLOBAL_EXTERN extern
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#endif
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const int MAXPERSON = 1;
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const int c_nDefaultRenderingHeight = 480; // default width of direct draw surface
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const int c_nDefaultRenderingWidth = 640; // default height of direct draw surface
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const int c_nDefaultRenderingBitsPerPixel = 16; // bits per pixel of direct draw surface
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const DWORD c_dwWindowedStyle = WS_OVERLAPPED+WS_CAPTION+WS_SYSMENU+WS_BORDER;
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const DWORD c_dwWindowedStyleEx =0;
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const CString WINDOW_NAME("AI Test");
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const CString WINDOW_CLASS_NAME("AITESTWINDOWCLASS");
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GLOBAL_EXTERN HINSTANCE g_hInstance;
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GLOBAL_EXTERN CString g_szTitle;
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GLOBAL_EXTERN CString g_szClassName;
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GLOBAL_EXTERN bool g_Quitting;
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GLOBAL_EXTERN CRegistry *g_Registry;
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GLOBAL_EXTERN CAITestWindow *g_MainWindow;
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GLOBAL_EXTERN CPerson g_Person[MAXPERSON];
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GLOBAL_EXTERN AIFormation g_Formation;
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GLOBAL_EXTERN CRailGraph g_Graph;
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#endif |