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