World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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Lights.h
См. документацию.
1
#pragma once
2
3
#include "
Engine/IocContainer.h
"
4
#include "
Engine/VectorTypes.h
"
5
6
using
EngineIoc
=
Engine_::IocContainer
;
7
8
/* 257 */
9
#pragma pack(push, 1)
10
struct
StationaryLight
{
11
Vec3_short_
vPosition
;
12
int16_t
uRadius
;
13
uint8_t
uLightColorR
;
14
uint8_t
uLightColorG
;
15
uint8_t
uLightColorB
;
16
char
uLightType
;
17
};
18
#pragma pack(pop)
19
20
#pragma pack(push, 1)
21
struct
MobileLight
{
22
Vec3_short_
vPosition
;
23
int16_t
uRadius
;
24
uint8_t
uLightColorR
;
25
uint8_t
uLightColorG
;
26
uint8_t
uLightColorB
;
27
char
uLightType
;
28
int16_t
field_C
;
29
int16_t
uSectorID
;
30
int16_t
field_10
;
31
};
32
#pragma pack(pop)
33
34
/*
35
#pragma pack(push, 1)
36
struct LightStack<T>
37
{
38
int field_0;
39
char T[400];
40
unsigned int uNumLightsActive;
41
};
42
#pragma pack(pop)*/
43
44
/* 260 */
45
#pragma pack(push, 1)
46
struct
LightsStack_StationaryLight_
{
47
//----- (004AD385) --------------------------------------------------------
48
LightsStack_StationaryLight_
() {
49
this->
log
=
EngineIoc::ResolveLogger
();
50
this->
uNumLightsActive
= 0;
51
}
52
53
//----- (004AD395) --------------------------------------------------------
54
virtual
~LightsStack_StationaryLight_
() {
uNumLightsActive
= 0; }
55
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//----- (004AD39D) --------------------------------------------------------
57
inline
unsigned
int
GetNumLights
() {
return
uNumLightsActive
; }
58
59
//----- (004AD3C8) --------------------------------------------------------
60
bool
AddLight
(
int16_t
x
,
int16_t
y
,
int16_t
z
,
int16_t
a5,
unsigned
char
r
,
61
unsigned
char
g
,
unsigned
char
b
,
char
uLightType);
62
63
// void ( ***vdestructor_ptr)(LightsStack_StationaryLight_ *, bool);
64
StationaryLight
pLights
[400];
65
unsigned
int
uNumLightsActive
;
66
67
Log
*
log
;
68
};
69
#pragma pack(pop)
70
71
/* 261 */
72
#pragma pack(push, 1)
73
struct
LightsStack_MobileLight_
{
74
//----- (00467D45) --------------------------------------------------------
75
inline
LightsStack_MobileLight_
() {
76
this->
log
=
EngineIoc::ResolveLogger
();
77
this->
uNumLightsActive
= 0;
78
}
79
//----- (00467D55) --------------------------------------------------------
80
virtual
~LightsStack_MobileLight_
() { this->
uNumLightsActive
= 0; }
81
82
bool
AddLight
(
int16_t
x
,
int16_t
y
,
int16_t
z
,
int16_t
uSectorID,
83
int
uRadius,
uint8_t
r
,
uint8_t
g
,
84
uint8_t
b
,
char
a10);
85
86
// void ( ***vdestructor_ptr)(LightsStack_MobileLight_ *, bool);
87
MobileLight
pLights
[400];
88
unsigned
int
uNumLightsActive
;
89
Log
*
log
;
90
};
91
#pragma pack(pop)
LightsStack_StationaryLight_::uNumLightsActive
unsigned int uNumLightsActive
Definition:
Lights.h:65
MobileLight
Definition:
Lights.h:21
MobileLight::vPosition
Vec3_short_ vPosition
Definition:
Lights.h:22
Engine_::IocContainer
Definition:
IocContainer.h:15
MobileLight::field_10
int16_t field_10
Definition:
Lights.h:30
IocContainer.h
int16_t
signed __int16 int16_t
Definition:
SDL_config.h:36
VectorTypes.h
StationaryLight::uLightColorR
uint8_t uLightColorR
Definition:
Lights.h:13
MobileLight::uLightColorR
uint8_t uLightColorR
Definition:
Lights.h:24
z
GLdouble GLdouble z
Definition:
SDL_opengl_glext.h:407
Engine_::IocContainer::ResolveLogger
static Log * ResolveLogger()
Definition:
IocContainer.cpp:51
Log
Definition:
Log.h:3
StationaryLight::uLightType
char uLightType
Definition:
Lights.h:16
StationaryLight
Definition:
Lights.h:10
y
EGLSurface EGLint EGLint y
Definition:
SDL_egl.h:1596
LightsStack_MobileLight_::LightsStack_MobileLight_
LightsStack_MobileLight_()
Definition:
Lights.h:75
LightsStack_StationaryLight_::log
Log * log
Definition:
Lights.h:67
x
EGLSurface EGLint x
Definition:
SDL_egl.h:1596
LightsStack_MobileLight_::log
Log * log
Definition:
Lights.h:89
LightsStack_MobileLight_::pLights
MobileLight pLights[400]
Definition:
Lights.h:87
LightsStack_StationaryLight_::LightsStack_StationaryLight_
LightsStack_StationaryLight_()
Definition:
Lights.h:48
MobileLight::uSectorID
int16_t uSectorID
Definition:
Lights.h:29
LightsStack_StationaryLight_::GetNumLights
unsigned int GetNumLights()
Definition:
Lights.h:57
MobileLight::uLightColorG
uint8_t uLightColorG
Definition:
Lights.h:25
MobileLight::uLightColorB
uint8_t uLightColorB
Definition:
Lights.h:26
uint8_t
unsigned __int8 uint8_t
Definition:
SDL_config.h:35
LightsStack_MobileLight_::uNumLightsActive
unsigned int uNumLightsActive
Definition:
Lights.h:88
StationaryLight::vPosition
Vec3_short_ vPosition
Definition:
Lights.h:11
StationaryLight::uLightColorG
uint8_t uLightColorG
Definition:
Lights.h:14
LightsStack_StationaryLight_::pLights
StationaryLight pLights[400]
Definition:
Lights.h:64
b
GLboolean GLboolean GLboolean b
Definition:
SDL_opengl_glext.h:1112
LightsStack_StationaryLight_
Definition:
Lights.h:46
r
GLdouble GLdouble GLdouble r
Definition:
SDL_opengl.h:2079
LightsStack_StationaryLight_::~LightsStack_StationaryLight_
virtual ~LightsStack_StationaryLight_()
Definition:
Lights.h:54
LightsStack_MobileLight_
Definition:
Lights.h:73
StationaryLight::uRadius
int16_t uRadius
Definition:
Lights.h:12
LightsStack_MobileLight_::~LightsStack_MobileLight_
virtual ~LightsStack_MobileLight_()
Definition:
Lights.h:80
LightsStack_StationaryLight_::AddLight
bool AddLight(int16_t x, int16_t y, int16_t z, int16_t a5, unsigned char r, unsigned char g, unsigned char b, char uLightType)
Definition:
LightsStack.cpp:30
StationaryLight::uLightColorB
uint8_t uLightColorB
Definition:
Lights.h:15
MobileLight::uLightType
char uLightType
Definition:
Lights.h:27
MobileLight::field_C
int16_t field_C
Definition:
Lights.h:28
g
GLboolean GLboolean g
Definition:
SDL_opengl_glext.h:1112
LightsStack_MobileLight_::AddLight
bool AddLight(int16_t x, int16_t y, int16_t z, int16_t uSectorID, int uRadius, uint8_t r, uint8_t g, uint8_t b, char a10)
Definition:
LightsStack.cpp:6
MobileLight::uRadius
int16_t uRadius
Definition:
Lights.h:23
Engine
Graphics
Lights.h
Документация по World of Might and Magic. Последние изменения: Вт 7 Апр 2020 22:03:29. Создано системой
1.8.17