/*========================================================================= * GameEng.h : Engine of Game Header * It is in this file that the SuperObject Tree is explored. * This is a part of the Game project. * * Version 1.0 * Creation date 22/08/96 * Revision date * * That file needs to be compatible for all platforms. * * (c) Ubi Studios 1996 *=======================================================================*/ #if !defined(__GAMEENG_H__) #define __GAMEENG_H__ /******************************************/ #if _MSC_VER >= 1000 #pragma once #endif /* _MSC_VER >= 1000 */ /******************************************/ #include "GAM/Header.h" #if defined(__cplusplus) extern "C" { #endif /* __cplusplus */ /* * variables of the above types are here */ /* Global pointer on the current world */ EXTERN HIE_tdxHandleToSuperObject gp_stActualWorld; EXTERN HIE_tdxHandleToSuperObject gp_stDynamicWorld; EXTERN HIE_tdxHandleToSuperObject SECT_hFatherSector; EXTERN HIE_tdxHandleToSuperObject gp_stInactiveDynamicWorld; EXTERN unsigned char g_ucIsEdInGhostMode; EXTERN struct GLI_tdstLight_ *gp_stLight; EXTERN HIE_tdxHandleToSuperObject g_hSOCurrentMainSector; EXTERN HIE_tdxHandleToSuperObject g_hSOPreviousMainSector; void fn_vDisplayAll(); void fn_vBuildWorldTree(); void fn_vEngine(); extern CPA_EXPORT void fn_vReputCharacterSuperObjectAtTheWorld(HIE_tdxHandleToSuperObject h_SupObject); extern CPA_EXPORT void fn_vDestructAllFatherSonLinks(void); extern CPA_EXPORT ACP_tdxBool fn_bMoveCharacterAtPosition(HIE_tdxHandleToSuperObject _hCharacter,MTH_tdxReal _xX,MTH_tdxReal _xY,MTH_tdxReal _xZ); extern CPA_EXPORT ACP_tdxBool GAM_fn_bIsPersoUnderWater(HIE_tdxHandleToSuperObject _hCharacter); extern CPA_EXPORT void GAM_fn_vMoveCharacterOneAtCharacterTwoPosition(HIE_tdxHandleToSuperObject _hCharacterOne,HIE_tdxHandleToSuperObject _hCharacterTwo); /* Special for E3 and shadows (to be removed)*/ /*extern CPA_EXPORT ACP_tdxBool GAM_fn_bThisCharacterIsED(HIE_tdxHandleToSuperObject _hCharacter);*/ /*extern CPA_EXPORT ACP_tdxBool GAM_fn_bIsPersoUnderWater2(HIE_tdxHandleToSuperObject _hCharacter,MTH3D_tdstVector * p_stVector);*/ extern CPA_EXPORT void fn_vTreatCameraHierarchy(HIE_tdxHandleToSuperObject hSuperObj,ACP_tdxBool bForcedActivity); /*ANNECY CT 02/03/98{*/ extern CPA_EXPORT long GAM_fn_lGetNbPersoActive(); extern CPA_EXPORT unsigned char GAM_fn_bIsCharacterActive(HIE_tdxHandleToSuperObject hSuperObj); /*ENDANNECY CT}*/ #if defined(USE_PROFILER) extern void GAM_fn_vShowRasters(); #endif #if defined(ACTIVE_EDITOR) extern CPA_EXPORT void GAM_fn_vFillHierarchyBeforeEditor(void); extern CPA_EXPORT void GAM_fn_vFillHierarchyAfterEditor(void); #endif /* ACTIVE_EDITOR */ #if defined(__cplusplus) } #endif /* __cplusplus */ #endif /* __GAMEENG_H__ */