// // Main.h // // Precompiled header for the SCII AI // Written by Matthew Fisher // #pragma once #define NOMINMAX #include "Base/Config.h" #include "Base/CompileOptions.h" // // Windows Header Files // #include #include #include #include #include #include #include #include namespace D3D9Base { #include #include } using namespace D3D9Base; #define ULONG ::ULONG #define SHORT ::SHORT #define UCHAR ::UCHAR // // Forward definitions // class AIThread; class ManagerController; class VShaderSimulator; // // basic objects (vector, matrix, bitmap, color, etc.) // #include "Base/Engine.h" #include "Base/DisplayOptions.h" #include "Base/AIParameters.h" #include "Base/d3d9CallbackStructures.h" // // Objects // #include "Objects/HelperStructures.h" #include "Objects/EnumString.h" #include "Objects/EnumStringDirectX.h" #include "Objects/Constants.h" #include "Objects/HelperFunctions.h" #include "Objects/Buffers.h" #include "Objects/ShaderObjects.h" #include "Objects/VertexShader.h" #include "Objects/VertexShaderSimulator.h" // // Programs // #include "Programs/Program.h" #include "Programs/ProgramCompound.h" #include "Programs/ProgramClick.h" #include "Programs/ProgramPressKey.h" #include "Programs/ProgramIdleWorker.h" #include "Programs/ProgramBaseSearch.h" #include "Programs/ProgramControlGroupCheck.h" #include "Programs/ProgramProduceUnitLarvae.h" #include "Programs/ProgramProduceUnitQueen.h" #include "Programs/ProgramProduceUnitQueue.h" #include "Programs/ProgramProduceUnitBase.h" #include "Programs/ProgramProduceUnitBuilding.h" #include "Programs/ProgramProduceUnitExtractor.h" #include "Programs/ProgramProduceUnitUpgrade.h" #include "Programs/ProgramZergBaseUpgrade.h" #include "Programs/ProgramOverlord.h" #include "Programs/ProgramGasWorker.h" #include "Programs/ProgramArmy.h" #include "Programs/ProgramQueen.h" #include "Programs/ProgramChronoBoost.h" #include "Programs/ProgramLargeControlGroupCheck.h" #include "Programs/ProgramMicroAll.h" // // Threads // #include "Threads/AIThread.h" #include "Threads/SearchThread.h" #include "Threads/WorkerThread.h" #include "Threads/ProductionThread.h" #include "Threads/ControlGroupCheckThread.h" #include "Threads/QueenThread.h" #include "Threads/GasWorkerThread.h" #include "Threads/ArmyThread.h" #include "Threads/OverlordThread.h" #include "Threads/ChronoBoostThread.h" #include "Threads/ArmyCheckThread.h" #include "Threads/MicroThread.h" // // Managers // #include "Managers/Manager.h" #include "Managers/StateManager.h" #include "Managers/RenderManager.h" #include "Managers/KnowledgeManager.h" #include "Managers/DatabaseManager.h" #include "Managers/TextureEntryManager.h" #include "Managers/FrameUnitManager.h" #include "Managers/FrameHUDManager.h" #include "Managers/MinimapManager.h" #include "Managers/KeyboardMouseManager.h" #include "Managers/ThoughtManager.h" #include "Managers/ControlGroupManager.h" #include "Base/ManagerController.h" #include "Base/GlobalContext.h" #include "Objects/CapturedGeometry.h"