TombEngine/TR5Main/Objects/TR2/tr2_objects.cpp
TokyoSU 29f0724693 New project format (#206)
* Starting Reformat the project

- New Import Method, no more "../../" in import,
- New Entity Folder Structure, less compile time

* Refactoring the Project

- added precompiled header with default import like microsoft or directx.
- fix many double import.
- fix math.h confliting math.h from
microsoft.
- fix effects.h confliting Effects.h from DirectX.
- refactored TR4 entity folder and how it's loaded.

* Update Some Code Before Switching to Master

* Finished the NewProjectFormat Template

- need to finish entity in the master later.

* Added Monty NewFileFormat

* Fixed Monty NewFileFormat Include

* Revert "Fixed Monty NewFileFormat Include"

This reverts commit ebf0afca10.

* Trying to fix conflits for NewFileFormat

* Fixed .filters

* Last Commit in NewProjectFormat
2020-05-27 09:21:20 +02:00

71 lines
1.2 KiB
C++

#include "framework.h"
#include "tr2_objects.h"
/// entities
/// objects
/// trap
/// vehicles
#include "boat.h"
#include "snowmobile.h"
/// necessary import
#include "collide.h"
#include "setup.h"
#include "level.h"
static void InitialiseBaddy()
{
ObjectInfo* obj;
}
static void InitialiseObject()
{
ObjectInfo* obj;
}
static void InitialiseTrap()
{
ObjectInfo* obj;
}
// boat, snowmobile, snowmobile gun
static void InitialiseVehicles()
{
ObjectInfo* obj;
// TODO: fix BoatControl() not using int BoatControl(void)
obj = &Objects[ID_SPEEDBOAT];
if (obj->loaded)
{
obj->initialise = InitialiseBoat;
obj->collision = BoatCollision;
obj->control = BoatControl;
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
obj = &Objects[ID_SNOWMOBILE];
if (obj->loaded)
{
obj->initialise = InitialiseSkidoo;
obj->collision = SkidooCollision;
//obj->drawRoutine = DrawSkidoo; // TODO: create a new render for the skidoo. (with track animated)
obj->saveAnim = true;
obj->saveFlags = true;
obj->savePosition = true;
}
}
void InitialiseTR2Objects()
{
InitialiseBaddy();
InitialiseObject();
InitialiseTrap();
InitialiseVehicles();
}