/*========================================================================= * Objinit.h : Object initialzed init. * This is a part of the Game project. * * Version 1.0 * Creation date 20/08/96 * Revision date * * That file needs to be compatible for all platforms. * * (c) Ubi Studios 1996 *=======================================================================*/ #if !defined(__OBJINIT_H__) #define __OBJINIT_H__ /******************************************/ #if _MSC_VER >= 1000 #pragma once #endif /* _MSC_VER >= 1000 */ /******************************************/ #include "GAM/Header.h" #include "InitEnum.h" #if defined(__cplusplus) extern "C" { #endif /* __cplusplus */ /* * variables of the above types are here */ void fn_vDestroyAllHierarchy(HIE_tdxHandleToSuperObject p_stSuperObject); /**** Allocate Object and SuperObject ****/ HIE_tdxHandleToSuperObject fn_p_stAllocateEngineSuperObject(FILE *p_stHandle,tdObjectType otObjectFamilyType,tdObjectType otObjectModelType,tdObjectType otObjectPersonalType); HIE_tdxHandleToSuperObject fn_p_stFreeEngineSuperObject(HIE_tdxHandleToSuperObject p_stSuperObject); /**** Allocate Object ****/ struct tdstEngineObject_ *fn_p_stAllocateEngineObject(FILE *p_stHandle,tdObjectType otObjectFamilyType,tdObjectType otObjectModelType,tdObjectType otObjectPersonalType); struct tdstEngineObject_ *fn_p_stFreeEngineObject(struct tdstEngineObject_ *p_stTempObject); /**** Init for object ****/ void fn_vDesinitOneObject(struct tdstEngineObject_ *p_stObject,enum tdeObjectTreeInit_ eObjIniType); void fn_vForceActiveAnObject(struct tdstEngineObject_ *p_stObject); void fn_vActiveAnObject(struct tdstEngineObject_ *p_stObject); void fn_vDesactiveAnObject(struct tdstEngineObject_ *p_stObject); void fn_vKillEngineObjectNotAlways(struct tdstEngineObject_ *p_stObject); void fn_vKillEngineObjectOrAlwaysByPointer(struct tdstEngineObject_ *p_stObject); void fn_vKillEngineObjectOrAlwaysByPersonalType(tdObjectType otPersonalType); void fn_vInitAllObjectsWhenNewGameStart(void); void fn_vInitAllObjectsWhenMapJustLoaded(void); void fn_vInitAllObjectsWhenSavedGameJustLoaded(void); void fn_vInitObjectsWhenPlayerChangeSector(HIE_tdxHandleToSuperObject hCharacter,HIE_tdxHandleToSuperObject hCurrentSector,HIE_tdxHandleToSuperObject hPreviousSector); void fn_vForceReinitAllObjects(void); void fn_vSnifThePlayerIsDead(void); /*void fn_vSnifThePlayerIsDeadWithOption(ACP_tdxBool _bSpecialPositionUse);*/ void fn_vSnifThePlayerIsDeadWithResurrectionAt(HIE_tdxHandleToSuperObject _hCharacterPositionOne,HIE_tdxHandleToSuperObject _hCharacterPositionTwo); void fn_vInitAllObjectsWhenPlayerDead(void); void fn_vInitAllObjectTree(enum tdeObjectTreeInit_ eObjIniType,HIE_tdxHandleToSuperObject p_stSupObject); /**** For editors */ extern CPA_EXPORT void fn_vAddChildToSuperObject(HIE_tdxHandleToSuperObject hChild,char *szFamily,char *szModel,char *szPersonal); extern CPA_EXPORT void fn_vInitOneObject(struct tdstEngineObject_ *p_stObject,enum tdeObjectTreeInit_ eObjIniType); #if defined(__cplusplus) } #endif /* __cplusplus */ #endif /* __OBJINIT_H__ */