reman3/Rayman_X/cpa/public/GAM/LoadLvl.h

114 lines
4.7 KiB
C

/*=========================================================================
* 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__ */