75 lines
3.1 KiB
C
75 lines
3.1 KiB
C
/*=========================================================================
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* Objinit.h : Object initialzed init.
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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 20/08/96
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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(__OBJINIT_H__)
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#define __OBJINIT_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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#include "InitEnum.h"
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#if defined(__cplusplus)
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extern "C"
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{
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#endif /* __cplusplus */
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/*
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* variables of the above types are here
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*/
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void fn_vDestroyAllHierarchy(HIE_tdxHandleToSuperObject p_stSuperObject);
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/**** Allocate Object and SuperObject ****/
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HIE_tdxHandleToSuperObject fn_p_stAllocateEngineSuperObject(FILE *p_stHandle,tdObjectType otObjectFamilyType,tdObjectType otObjectModelType,tdObjectType otObjectPersonalType);
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HIE_tdxHandleToSuperObject fn_p_stFreeEngineSuperObject(HIE_tdxHandleToSuperObject p_stSuperObject);
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/**** Allocate Object ****/
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struct tdstEngineObject_ *fn_p_stAllocateEngineObject(FILE *p_stHandle,tdObjectType otObjectFamilyType,tdObjectType otObjectModelType,tdObjectType otObjectPersonalType);
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struct tdstEngineObject_ *fn_p_stFreeEngineObject(struct tdstEngineObject_ *p_stTempObject);
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/**** Init for object ****/
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void fn_vDesinitOneObject(struct tdstEngineObject_ *p_stObject,enum tdeObjectTreeInit_ eObjIniType);
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void fn_vForceActiveAnObject(struct tdstEngineObject_ *p_stObject);
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void fn_vActiveAnObject(struct tdstEngineObject_ *p_stObject);
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void fn_vDesactiveAnObject(struct tdstEngineObject_ *p_stObject);
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void fn_vKillEngineObjectNotAlways(struct tdstEngineObject_ *p_stObject);
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void fn_vKillEngineObjectOrAlwaysByPointer(struct tdstEngineObject_ *p_stObject);
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void fn_vKillEngineObjectOrAlwaysByPersonalType(tdObjectType otPersonalType);
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void fn_vInitAllObjectsWhenNewGameStart(void);
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void fn_vInitAllObjectsWhenMapJustLoaded(void);
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void fn_vInitAllObjectsWhenSavedGameJustLoaded(void);
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void fn_vInitObjectsWhenPlayerChangeSector(HIE_tdxHandleToSuperObject hCharacter,HIE_tdxHandleToSuperObject hCurrentSector,HIE_tdxHandleToSuperObject hPreviousSector);
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void fn_vForceReinitAllObjects(void);
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void fn_vSnifThePlayerIsDead(void);
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/*void fn_vSnifThePlayerIsDeadWithOption(ACP_tdxBool _bSpecialPositionUse);*/
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void fn_vSnifThePlayerIsDeadWithResurrectionAt(HIE_tdxHandleToSuperObject _hCharacterPositionOne,HIE_tdxHandleToSuperObject _hCharacterPositionTwo);
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void fn_vInitAllObjectsWhenPlayerDead(void);
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void fn_vInitAllObjectTree(enum tdeObjectTreeInit_ eObjIniType,HIE_tdxHandleToSuperObject p_stSupObject);
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/**** For editors */
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extern CPA_EXPORT void fn_vAddChildToSuperObject(HIE_tdxHandleToSuperObject hChild,char *szFamily,char *szModel,char *szPersonal);
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extern CPA_EXPORT void fn_vInitOneObject(struct tdstEngineObject_ *p_stObject,enum tdeObjectTreeInit_ eObjIniType);
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#if defined(__cplusplus)
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}
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#endif /* __cplusplus */
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#endif /* __OBJINIT_H__ */
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