World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
8 #define GAME_FLAGS_1_01 0x01 // do not render terrain / bmodels(odm), lightmaps render bmodels in white(blv)
9 #define GAME_FLAGS_1_02 0x02 // only 0th lod, no lightning
10 #define GAME_FLAGS_1_04 0x04 // draw lightmaps / decals debug outlines
11 #define GAME_FLAGS_1_DRAW_BLV_DEBUGS 0x08 // draw portal debug outlines
12 #define GAME_FLAGS_1_40 0x40 //
13 #define GAME_FLAGS_1_FORCE_LEGACY_PROJECTION 0x80 // force camera / culling / projection mode : BLV
14 #define GAME_FLAGS_1_400 0x400 //
15 #define GAME_FLAGS_1_800 0x800 //
16 #define GAME_FLAGS_1_TORCHLIGHT 0x1000 // do Torchlight lightning
17 #define GAME_FLAGS_1_40000_sw_alter_palettes 0x40000 // software render alter palettes
18 #define GAME_FLAGS_1_HUGE_BLOODSPLATS 0x80000 // huge bloodsplats on bosses
20 #define GAME_FLAGS_2_FORCE_REDRAW 0x01 // force redraw this frame
21 #define GAME_FLAGS_2_SATURATE_LIGHTMAPS 0x02 // alter lightmaps saturation
22 #define GAME_FLAGS_2_ALLOW_DYNAMIC_BRIGHTNESS 0x04 // allows dynamic brightness calculation on lightmaps
23 #define GAME_FLAGS_2_ALTER_GRAVITY 0x08 // underwater effect, no gravity (for out15.odm - Shoals)
24 #define GAME_FLAGS_2_TARGETING_MODE 0x10 // spell targeting, current cursor is "MICON2" (crosshair)
25 #define GAME_FLAGS_2_DRAW_BLOODSPLATS 0x20
27 #define DEBUG_SETTINGS_RUN_IN_WIDOW 0x0001
28 #define DEBUG_SETTINGS_0002_SHOW_FR 0x0002
29 #define DEBUG_SETTINGS_NO_ACTORS 0x0004
30 #define DEBUG_SETTINGS_NO_DECORATIONS 0x0008
31 #define DEBUG_SETTINGS_NO_DAMAGE 0x0010
91 int flags1 = GAME_FLAGS_1_40 | GAME_FLAGS_1_800;
94 int flags2 = GAME_FLAGS_2_ALLOW_DYNAMIC_BRIGHTNESS | GAME_FLAGS_2_DRAW_BLOODSPLATS | GAME_FLAGS_2_SATURATE_LIGHTMAPS;
void ToggleDebugNoActors()
bool debug_lightmaps_decals
bool extended_draw_distance
void ToggleDebugLightmap()
bool AlterPalettes() const
bool NoHugeBloodsplats() const
bool IsTargetingMode() const
void ToggleDebugPortalLines()
bool IsUnderwater() const
void SetSaturateFaces(bool saturate)
void SetTargetingMode(bool is_targeting)
void ToggleDebugDrawDist()
bool DrawBlvDebugs() const
void ToggleDebugPickedFace()
int dword_6BE368_debug_settings_2
void ToggleDebugShowFPS()
void ToggleDebugTurboSpeed()
void ToggleDebugNoDamage()
void ToggleDebugTownPortal()
bool NoDecorations() const
void ToggleDebugTerrain()
void SetUnderwater(bool is_underwater)
bool NoBloodsplats() const
bool NoShowDamage() const
std::string renderer_name
bool AllowDynamicBrigtness() const
bool CanSaturateFaces() const
bool TorchlightEffect() const
void ToggleDebugSeasonsChange()
void SetForceRedraw(bool redraw)
bool debug_portal_outlines
GLsizei const GLchar *const * string
bool ForceLegacyProjection() const
void ToggleDebugWizardEye()
void ToggleDebugAllMagic()