/*========================================================================= * LoadLvl.h : This module contain all functions used to load * a level. * This is a part of the Game project. * * Version 1.0 * Creation date 28/08/96 * Revision date * * That file needs to be compatible for all platforms. * * (c) Ubi Studios 1996 *=======================================================================*/ #if !defined(__LOADLVL_H__) #define __LOADLVL_H__ /******************************************/ #if _MSC_VER >= 1000 #pragma once #endif /* _MSC_VER >= 1000 */ /******************************************/ #include "GAM/Header.h" /**** Levels scripts ****/ #define C_SectionLevelDescription "LevelDescription" #define C_SectionLevelOptions "LevelOptions" #define C_EntryInitNumberOfAlways "NumberOfAlways" /* MR2808*/ #define C_EntryReserveString "ReserveString" #define C_EntryInitNumberOfTurningSectors "NumberOfTurningSectors" #define C_SectionLevelCharacters "InsertCharacter" #define C_SectionLevelAlways "InsertAlways" #define C_SectionUseSAIWithEditor "UseSAIWithEditor" #define C_LevelPrincipalCharacter "PrincipalActor" #define C_LevelStandardCamera "StandardCamera" /* Keeping it for ascendant compatibility*/ #define C_LevelCharacterLauchingSounds "ActorLauchingSounds" #define C_LevelCharacterLaunchingSounds "ActorLaunchingSounds" #define C_LevelLinkCharacters "LinkCharacter" #define C_LevelCharacterMatrixTranslation "MatrixTranslation" #define C_LevelCharacterMatrixRotation "MatrixRotation" #define C_LevelCharacterMatrixScale "MatrixScale" #define C_LevelCharacterInitialState "InitialState" #define C_LevelCharacterIsAlwaysActive "CharacterIsAlwaysActive" #define C_LevelCharacterFlags "CharacterFlags" #define C_LevelCharacterTransparency "Transparency" /* ANNECY MT - 19/11/98 {*/ #define C_LevelCharacterIsInAllSubmap "CharacterIsInAllSubmaps" /* END ANNECY MT }*/ void fn_vLoadLevel(char *szLevelName,long _lSubMapNumber); /**************** FabPerez SectorAnalyse ************/ /*****************************************************/ #if defined (WIN32) && defined(_DEBUG) //extern void fn_InitMapSectorStruct(HIE_tdxHandleToSuperObject g_hLoadedSuperObjectRoot); extern void fn_InitMapSectorStruct(void); typedef struct _StructInfoSectorTrame{ //char a256_SectorName[255]; char *p_a256_SectorName; int i_NbSectorMap; unsigned long ul_UneTrame; unsigned long ul_DeuxTrames; unsigned long ul_TroisTrames; }StructInfoSectorTrame; #endif /*WIN32 & _DEBUG*/ /************** Fin FabPerez SectorAnalyse ***********/ /******************************************************/ #if !defined(U64) void fn_vLoadTheMap(char *szLevelName,long _lSubMapNumber); #else /* U64 */ #include "Rom64.h" void fn_vLoadTheMap(U64_tdxIndex xIndex,long _lSubMapNumber); #endif /* U64 */ #if !defined(U64) SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelDescription(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelOptions(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelCharacters(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelAlways(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelSoundBank(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelSoundBankBlock(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); SCR_tde_Anl_ReturnValue fn_eScriptCallBackLevelUseSAIWithEditor(SCR_tdst_File_Description *_p_stFile,char *_p_szName,char *_ap_szParams[],SCR_tde_Anl_Action _eAction); #endif /* U64 */ void fn_vDeleteAllLevelReUsableSections(void); /*AR980812*/ void fn_vUpdateWithMatrixIdentityConst(HIE_tdxHandleToSuperObject h_SuperObject); void fn_vRecurUpdateWithMatrixIdentityConst(HIE_tdxHandleToSuperObject h_SuperObject); #ifndef _FIRE_DEADCODE_U64_ EXTERN HIE_tdxHandleToSuperObject g_p_stLoadedEngineSuperObject #if defined(D_GameGlobals) = NULL #endif /* D_GameGlobals */ ; #endif /* _FIRE_DEADCODE_U64_ */ #endif /* __LOADLVL_H__ */