Add rayman2 source files

This commit is contained in:
2024-09-18 02:33:44 +08:00
parent bcc093f8ed
commit fb036c54fd
14339 changed files with 2596224 additions and 0 deletions

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/*=========================================================================
* ActBlMal.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 14/02/97
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1997
*=======================================================================*/
#if !defined(__ACTBLMAL_H__)
#define __ACTBLMAL_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
#define D_ActivateBlockMalloc
#endif

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/* MR1402*/
/*=========================================================================
* ActObjNm.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 09/08/96
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1996
*=======================================================================*/
#if !defined(__ACTOBJNM_H__)
#define __ACTOBJNM_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
/*
* This flag is to activate names for object's types (family, model and personal)
*/
#define D_ActiveObjectNames
#endif

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#ifndef __DEF_SND_H__
#define __DEF_SND_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
#define SOUND_FOR_3DOS
#endif

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/* MR1402*/
/*=========================================================================
* EnumCsts.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 14/02/97
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1996
*=======================================================================*/
#if !defined(__ENUMCSTS_H__)
#define __ENUMCSTS_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
/*
* if this one is set, all variables accepting constants from a given
* set of values will have a type causing syntax errors when an attempt
* to set them to a value outside the set is made.
*/
#if defined(U64)
#define D_EnumerateConstants
#else
/* #define D_EnumerateConstants */
#endif /* U64 */
#endif

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/*=========================================================================
* InLine.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 14/02/97
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1997
*=======================================================================*/
#if !defined(__INLINE_H__)
#define __INLINE_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
#if defined(__cplusplus)
#define GAME_INLINE inline /*=============> For inline source code*/
#else /* !__cplusplus */
#define GAME_INLINE
#endif /* __cplusplus */
#endif

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/*=========================================================================
* LightOpt.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 26/02/97
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1997
*=======================================================================*/
/*#if !defined(__LIGHTOPT_H__)*/
#ifndef __LIGHTOPT_H__
#define __LIGHTOPT_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
#define __3DOSLIGHTS
#endif

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#ifndef __Opt_Info_h__
#define __Opt_Info_h__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
#define D_Option_InfoWindow
#endif /* __Opt_Info_h__ */

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/*=========================================================================
* Options.h : All options of the project.
* This is a part of the Game project.
*
* Version 1.0
* Creation date 09/08/96
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1996
*=======================================================================*/
#if !defined(__OPTIONS_H__)
#define __OPTIONS_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
/* SOUND 14/02/97*/
#include "Def_Snd.h"
/* SOUND fin*/
#include "ActBlMal.h"
#include "EnumCsts.h"
#include "InLine.h"
#include "SptIALod.h"
#include "LightOpt.h"
#include "Specif\Flags.h"
#endif /* __OPTIONS_H__ */

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/* MR1402*/
/*=========================================================================
* SptIALod.h
* This is a part of the Game project.
*
* Version 1.0
* Creation date 14/02/97
* Revision date
*
* That file needs to be compatible for all platforms.
*
* (c) Ubi Studios 1996
*=======================================================================*/
#if !defined(__SPTIALOD_H__)
#define __SPTIALOD_H__
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
/* Option for the Artificial Inteligence IA (or AI)
***************************************************/
/* if this this ScriptIaLoad is not defined mean that the program load binary file.*/
#define D_ScriptIaLoad
#endif

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/*=========================================================================
* Options.h : All specific flags for GAM.
* This is a part of the Game project.
*
* Version 1.0
* Creation date 31/03/98
* Revision date
*
*
* (c) Ubi Studios 1996
*=======================================================================*/
#if !defined(__FLAGS_H__)
#define __FLAGS_H__
#define GAM_USE_SCRIPT
#define GAM_COMMAND_LINE
#define GAM_READ_INI_FILE
#define GAM_USE_SNA
#define GAM_VIGNETTE
/* no video in rayman2 !*/
/*#define GAM_VIDEO*/
#endif /* __FLAGS_H__ */

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/*=========================================================================
* SubMapPs.h : Define the submap positions structure
* This is a part of the Game project.
*
* Version 1.0
* Creation date 08/09/98
* Revision date
*
*
* (c) Ubi Studios 1998
*=======================================================================*/
#if !defined(__SUBMAPPS_H__)
#define __SUBMAPPS_H__ /* {*/
/******************************************/
#if _MSC_VER >= 1000
#pragma once
#endif /* _MSC_VER >= 1000 */
/******************************************/
/******************************************/
#ifdef __cplusplus
extern "C" {
#endif
/******************************************/
#include "GAM/Header.h"
/**/
typedef struct tdstSubMapPosition_
{
long lSubMap;
POS_tdxHandleToPosition hPosition;
struct tdstSubMapPosition_ *p_stNextPosition;
} tdstSubMapPosition;
/**/
extern CPA_EXPORT void GAM_fn_vAddSubMapPosition(long _lSubMapNumber , long _lEntryNumber , POS_tdxHandleToPosition _hPosition);
extern CPA_EXPORT POS_tdxHandleToPosition GAM_fn_hGetSubMapPosition(long _lSubMapNumber , long _lEntryNumber);
extern CPA_EXPORT void GAM_fn_vInitSubMapPositionList();
extern CPA_EXPORT void GAM_fn_vClearSubMapPositionList();
extern CPA_EXPORT void GAM_fn_vLoadSubMapPositions(char *_szFileName);
/**/
extern tdstSubMapPosition *gs_hFirstSubMapPosition;
/******************************************/
#ifdef __cplusplus
}/* extern "C" */
#endif
/******************************************/
/******************************************/
#endif /* __SUBMAPPS_H__ }*/
/******************************************/