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/*
** Command & Conquer Generals(tm)
** Copyright 2025 Electronic Arts Inc.
**
** 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 3 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, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// This file contains all the header files that shouldn't change frequently.
// Be careful what you stick in here, because putting files that change often in here will
// tend to cheese people's goats.
#ifndef __PRERTS_H__
#define __PRERTS_H__
//-----------------------------------------------------------------------------
// srj sez: this must come first, first, first.
#define _STLP_USE_NEWALLOC 1
//#define _STLP_USE_CUSTOM_NEWALLOC STLSpecialAlloc
class STLSpecialAlloc;
// We actually don't use Windows for much other than timeGetTime, but it was included in 40
// different .cpp files, so I bit the bullet and included it here.
// PLEASE DO NOT ABUSE WINDOWS OR IT WILL BE REMOVED ENTIRELY. :-)
//--------------------------------------------------------------------------------- System Includes
#define WIN32_LEAN_AND_MEAN
#include <atlbase.h>
#include <windows.h>
#include <assert.h>
#include <ctype.h>
#include <direct.h>
#include <EXCPT.H>
#include <float.h>
#include <fstream.h>
#include <imagehlp.h>
#include <io.h>
#include <limits.h>
#include <lmcons.h>
#include <mapicode.h>
#include <math.h>
#include <memory.h>
#include <mmsystem.h>
#include <objbase.h>
#include <ocidl.h>
#include <process.h>
#include <shellapi.h>
#include <shlobj.h>
#include <shlguid.h>
#include <snmp.h>
#include <stdarg.h>
#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>
#include <sys/timeb.h>
#include <sys/types.h>
#include <TCHAR.H>
#include <time.h>
#include <vfw.h>
#include <winerror.h>
#include <wininet.h>
#include <winreg.h>
#ifndef DIRECTINPUT_VERSION
# define DIRECTINPUT_VERSION 0x800
#endif
#include <dinput.h>
//------------------------------------------------------------------------------------ STL Includes
// srj sez: no, include STLTypesdefs below, instead, thanks
//#include <algorithm>
//#include <bitset>
//#include <hash_map>
//#include <list>
//#include <map>
//#include <queue>
//#include <set>
//#include <stack>
//#include <string>
//#include <vector>
//------------------------------------------------------------------------------------ RTS Includes
// Icky. These have to be in this order.
#include "Lib/Basetype.h"
#include "Common/STLTypedefs.h"
#include "Common/Errors.h"
#include "Common/Debug.h"
#include "Common/AsciiString.h"
#include "Common/SubsystemInterface.h"
#include "Common/GameCommon.h"
#include "Common/GameMemory.h"
#include "Common/GameType.h"
#include "Common/GlobalData.h"
// You might not want Kindof in here because it seems like it changes frequently, but the problem
// is that Kindof is included EVERYWHERE, so it might as well be precompiled.
#include "Common/INI.h"
#include "Common/KindOf.h"
#include "Common/DisabledTypes.h"
#include "Common/NameKeyGenerator.h"
#include "GameClient/ClientRandomValue.h"
#include "GameLogic/LogicRandomValue.h"
#include "Common/Thing.h"
#include "Common/UnicodeString.h"
#endif /* __PRERTS_H__ */