MuckyFoot-UrbanChaos/fallen/Headers/io.h
2017-05-20 11:14:17 +10:00

80 lines
1.2 KiB
C

#ifndef IO_H
#define IO_H
//
// Defines
//
//
// Structs
//
struct LoadGameThing
{
UWORD Type;
UWORD SubStype;
SLONG X;
SLONG Y;
SLONG Z;
ULONG Flags;
UWORD IndexOther;
UWORD AngleX;
UWORD AngleY;
UWORD AngleZ;
ULONG Dummy[4];
};
//
// Data
//
extern CBYTE DATA_DIR[];
extern CBYTE LEVELS_DIR[];
extern CBYTE TEXTURE_WORLD_DIR[];
//
// Functions
//
extern void change_extension(CBYTE *name,CBYTE *add,CBYTE *new_name);
extern void load_game_map(CBYTE *name);
extern SLONG load_all_prims(CBYTE *name);
extern SLONG load_a_multi_prim(CBYTE *name);
extern void load_palette(CBYTE *palette);
extern void load_key_frame_chunks(KeyFrameChunk *the_chunk,CBYTE *vue_name,float shrink=1.0);
extern SLONG save_anim_system(struct GameKeyFrameChunk *game_chunk,CBYTE *name);
//
// Loads the textures styles from the given world. Only set (load_editor_names) if
// you are calling this function from the editor.
//
extern void load_texture_styles(UBYTE load_editor_names, UBYTE world);
//
// Loads in the given prim object if it is not already loaded.
// Returns FALSE on failure.
//
SLONG load_prim_object(SLONG prim);
//
// Loads in all the individual prim objects.
//
void load_all_individual_prims(void);
#endif