/* (c) Ubi Studios 1997 */ /* See Vincent Greco for any comment or question */ /* To avoid unnecessary includes : */ #ifndef __LGTLOAD_H__ #define __LGTLOAD_H__ #ifdef __cplusplus extern "C" { #endif /* __cplusplus */ /* For DLLs who are using this module : */ #undef CPA_EXPORT #if defined(CPA_WANTS_IMPORT) #define CPA_EXPORT __declspec(dllimport) #elif defined(CPA_WANTS_EXPORT) #define CPA_EXPORT __declspec(dllexport) #else #define CPA_EXPORT #endif #if !defined(U64) extern CPA_EXPORT SCR_tdst_Link_Table * LGT_fn_p_stGetLightLinkTable(); #endif /* U64 */ extern CPA_EXPORT BOOL LGT_fn_bInitLGTLoading(); extern CPA_EXPORT BOOL LGT_fn_bStopLGTLoading(); /******************************************************************** NAME : LGT_fn_xLoadLight AIM : Load a Light (with scripts) *********************************************************************/ #if !defined(U64) extern CPA_EXPORT SCR_tde_Anl_ReturnValue LGT_fn_xLoadLight(SCR_tdst_File_Description *p_fFile, char *szAction, char *szParams[], SCR_tde_Anl_Action cType); #endif /* U64 */ /*---------------------------------------------------------------------------- // Description : GLI_fn_vPrepareSaveLightBinaryBloc //---------------------------------------------------------------------------- // Input : // Output : ----------------------------------------------------------------------------*/ extern CPA_EXPORT void GLI_fn_vPrepareSaveLightBinaryBloc(); /*---------------------------------------------------------------------------- // Description : GLI_fn_ulWriteLightBinaryBloc //---------------------------------------------------------------------------- // Input : _ulStructAdress : Address of the structure to be written // _p_cDestBuffer : Output buffer // Output : The length of the data written ----------------------------------------------------------------------------*/ extern CPA_EXPORT unsigned long GLI_fn_ulWriteLightBinaryBloc(unsigned long _ulStructAdress, char* _p_cDestBuffer); /*---------------------------------------------------------------------------- // Description : GLI_fn_vWriteAllLightBinaryBlocs //---------------------------------------------------------------------------- // Input : _szBinaryFileName // Output : ----------------------------------------------------------------------------*/ extern CPA_EXPORT void GLI_fn_vWriteAllLightBinaryBlocs(char* _szBinaryFileName); /*---------------------------------------------------------------------------- // Description : GLI_fn_ulReadLightBinaryBloc //---------------------------------------------------------------------------- // Input : _p_cLoadedBuffer : Input buffer // _ulLoadedBufferSize : Size of the loaded buffer // Output : The address of the allocated bloc ----------------------------------------------------------------------------*/ extern CPA_EXPORT unsigned long GLI_fn_ulReadLightBinaryBloc(char* _p_cLoadedBuffer,unsigned long _ulLoadedBufferSize); /*---------------------------------------------------------------------------- // Description : GLI_fn_vReadAllLightBinaryBlocs //---------------------------------------------------------------------------- // Input : _szBinaryFileName : The binary file name // Output : ----------------------------------------------------------------------------*/ extern CPA_EXPORT void GLI_fn_vReadAllLightsBinaryBlocs(char* _szBinaryFileName); /*---------------------------------------------------------------------------- // Description : GLI_fn_vReadAllLightBinaryBlocs2 //---------------------------------------------------------------------------- // Input : _szBinaryFileName : The binary file name // Output : ----------------------------------------------------------------------------*/ extern CPA_EXPORT void GLI_fn_vReadAllLightsBinaryBlocs2(char* _szBinaryFileName); /*---------------------------------------------------------------------------- // Description : GMT_fn_hLoadGameMaterial // Load a game material from the scripts or from the binary bloc //---------------------------------------------------------------------------- // Input : _szSectionName : Name of the section to load // Output : A handle to the loaded game material ----------------------------------------------------------------------------*/ extern CPA_EXPORT struct GLI_tdstLight_* GMT_fn_hLoadLight(char* _szSectionName); #ifdef __cplusplus }; #endif /* __cplusplus */ #endif /* __LGTLOAD_H__ */