#include "framework.h" #include "tr3_objects.h" /// entities #include "tr3_tony.h" /// objects /// traps /// switch /// vehicles #include "cannon.h" #include "kayak.h" #include "minecart.h" #include "quad.h" #include "upv.h" #include "rubberboat.h" /// necessary import #include "collide.h" #include "setup.h" #include "level.h" static void InitialiseBaddy(ObjectInfo* obj) { obj = &Objects[ID_TONY_BOSS]; if (obj->loaded) { obj->initialise = InitialiseTony; obj->collision = CreatureCollision; obj->control = TonyControl; obj->drawRoutine = S_DrawTonyBoss; obj->shadowSize = UNIT_SHADOW / 2; obj->hitPoints = 100; obj->pivotLength = 50; obj->radius = 102; obj->intelligent = true; obj->saveAnim = true; obj->saveFlags = true; obj->saveHitpoints = true; obj->savePosition = true; Bones[obj->boneIndex + 6 * 4] |= ROT_Y; Bones[obj->boneIndex + 6 * 4] |= ROT_X; Bones[obj->boneIndex + 13 * 4] |= ROT_Y; } obj = &Objects[ID_TONY_BOSS_FLAME]; obj->control = ControlTonyFireBall; obj->drawRoutine = NULL; } static void InitialiseObject(ObjectInfo* obj) { } static void InitialiseTrap(ObjectInfo* obj) { } static void InitialiseVehicles(ObjectInfo* obj) { obj = &Objects[ID_QUAD]; if (obj->loaded) { obj->initialise = InitialiseQuadBike; obj->collision = QuadBikeCollision; obj->savePosition = true; obj->saveAnim = true; obj->saveFlags = true; } obj = &Objects[ID_KAYAK]; if (obj->loaded) { obj->initialise = InitialiseKayak; obj->collision = KayakCollision; //obj->drawRoutine = DrawKayak; obj->saveAnim = true; obj->saveFlags = true; obj->savePosition = true; } obj = &Objects[ID_MINECART]; if (obj->loaded) { obj->initialise = InitialiseMineCart; obj->collision = MineCartCollision; obj->saveAnim = true; obj->saveFlags = true; obj->savePosition = true; } } static ObjectInfo* objToInit; void InitialiseTR3Objects() { InitialiseBaddy(objToInit); InitialiseObject(objToInit); InitialiseTrap(objToInit); InitialiseVehicles(objToInit); }