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