World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
|
См. документацию. 1 #define _CRTDBG_MAP_ALLOC
4 #define _CRT_SECURE_NO_WARNINGS
74 for (
uint i = 0; i < 4; ++i) {
113 CreateButton(61, 232, 154, 33, 1, 0,
UIMSG_AlreadyResting, 0,
'D',
"",
116 61, 264, 154, 33, 1, 0,
UIMSG_Wait1Hour, 0,
'H',
"", {{
rest_ui_btn_2}});
118 CreateButton(61, 296, 154, 33, 1, 0,
UIMSG_Wait5Minutes, 0,
'M',
"",
127 unsigned int am_pm_hours;
130 for (
int i = 1; i < 5; ++i)
135 if (live_characters) {
140 if (!am_pm_hours) am_pm_hours = 12;
144 render->DrawTextureAlphaNew(16 / 640.0
f, 26 / 480.0
f,
158 (int)floorf(((
double)
v3 / 512.0 * 120.0) + 0.5f) % 256 + 1;
164 render->DrawTextureAlphaNew(267 / 640.0
f, 159 / 480.0
f,
181 pGUIWindow_CurrentMenu->
DrawText(
pFontCreate, 0, 164,
Color16(10, 0, 0), str1, 0, 0,
Color16(230, 214, 193));
void DrawText(GUIFont *font, int x, int y, unsigned short uFontColor, const char *str, bool present_time_transparency=false, int max_text_height=0, int uFontShadowColor=0)
const char * GetString(unsigned int index) const
unsigned int uTimeElapsed
unsigned int uCurrentMonth
unsigned char hourglass_icon_idx
unsigned int uCurrentMinute
int GetNumFoodRequiredToRestInCurrentPos(int x, signed int y, int z)
GUIWindow * pGUIWindow_CurrentMenu
bool _449B57_test_bit(unsigned __int8 *a1, __int16 a2)
GUIButton * CreateButton(int x, int y, int width, int height, int a6, int a7, UIMessageType msg, unsigned int msg_param, uint8_t hotkey, const String &label, const std::vector< Image * > &textures=std::vector< Image * >())
void PlaySound(SoundID eSoundID, int pid, unsigned int uNumRepeats, int x, int y, int a7)
@ PARTY_QUEST_HARMONDALE_REBUILT
unsigned __int8 _quest_bits[64]
Localization * localization
unsigned int uCurrentHour
std::array< Player, 4 > pPlayers
NZIArray< struct Player *, 5 > pPlayers
enum CURRENT_SCREEN current_screen_type
static void Sleep8Hours()
int _506F14_resting_stage
Image * rest_ui_hourglass_frame_current
int pCurrentPosActiveItem
int _506F18_num_minutes_to_sleep
struct ViewingParams * viewparams
Texture * GetImage_ColorKey(const String &name, uint16_t colorkey)
void StopChannels(int uStartChannel, int uEndChannel)
EGLSurface EGLNativeWindowType * window
int uRestUI_FoodRequiredToRest
Image * rest_ui_sky_frame_current
const char * GetAmPm(unsigned int index) const
void PrepareToLoadRestUI()
unsigned int uCurrentDayOfMonth
GLfloat GLfloat GLfloat GLfloat v3
void __cdecl __debugbreak(void)
static void LoadActualSkyFrame()
int _507CD4_RestUI_hourglass_anim_controller
Texture * GetImage_Alpha(const String &name)
LEVEL_TYPE uCurrentlyLoadedLevelType
bool CheckHiredNPCSpeciality(unsigned int uProfession)
AudioPlayer * pAudioPlayer
@ SOUND_StartMainChoice02
uint16_t Color16(uint32_t r, uint32_t g, uint32_t b)
OutdoorLocation * pOutdoor
unsigned int uCurrentYear
String StringPrintf(const char *fmt,...)
std::shared_ptr< IRender > render