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.
108 #pragma pack(push, 1)
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370 #pragma pack(push, 1)
377 #pragma pack(push, 1)
411 #pragma pack(push, 1)
423 #pragma pack(push, 1)
495 #pragma pack(push, 1)
521 #pragma pack(push, 1)
567 #pragma pack(push, 1)
575 #pragma pack(push, 1)
607 int respawn_interval_days,
char *pDest);
609 void ToggleLight(
signed int uLightID,
unsigned int bToggle);
664 #pragma pack(push, 1)
723 void sub_4406BC(
unsigned int node_id,
unsigned int uFirstNode);
729 unsigned int *pFaceID);
734 int sub_4088E9(
int a1,
int a2,
int a3,
int a4,
int a5,
int a6);
749 #pragma pack(push, 1)
766 #pragma pack(push, 1)
791 #pragma pack(push, 1)
799 #pragma pack(push, 1)
828 unsigned int *pSectorID,
829 unsigned int *pFaceID);
unsigned __int16 uint16_t
void BLV_ProcessPartyActions()
unsigned int uNumFaceExtras
GLenum GLuint GLint GLenum face
unsigned int * pDepthBuffer
void FindBillboardsLightLevels_BLV()
unsigned int uNumVisibleNotEmptySectors
float _unused_fCosineNegX
void PrepareBspRenderList_BLV()
struct Plane_int_ pFacePlane_old
int sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, uint16_t a6)
char DoInteractionWithTopmostZObject(int a1, int a2)
int16_t viewport_right_side[480]
struct BLVSector * pSectors
BspRenderer_PortalViewportData PortalScreenData
unsigned int uDefaultAmbientLightLevel
struct SpawnPointMM7 * pSpawnPoints
void Door_switch_animation(unsigned int uDoorID, int a2)
void AddFaceToRenderList_d3d(unsigned int node_id, unsigned int uFaceID)
static Log * ResolveLogger()
RenderVertexSoft pPortalBounding[4]
@ POLYGON_InBetweenFloorAndWall
int16_t * pXInterceptDisplacements
struct BLVFaceExtra * pFaceExtras
uint16_t uNumCylinderFaces
void FromODM(struct ODMFace *face)
uint16_t * field_24_palette
GLubyte GLubyte GLubyte GLubyte w
void ToggleIsTextureFrameTable()
struct BLVLightMM7 * pLights
SpellFxRenderer * spell_fx_renderer
bool IsTextureFrameTable() const
void ClassifyPolygon(struct Vec3_float_ *pNormal, float dist)
void GetFacePlane(struct ODMFace *pFace, struct BSPVertexBuffer *pVertices, struct Vec3_float_ *pOutNormal, float *pOutDist)
bool sub_4075DB(int a1, int a2, int a3, struct BLVFace *face)
static unsigned int GetLocationIndex(const char *Str1)
bool PortalFrustrum(int pNumVertices, struct BspRenderer_PortalViewportData *a2, struct BspRenderer_PortalViewportData *near_portal, int uFaceID)
LightmapBuilder * lightmap_builder
int _blv_lights_radii[20]
struct RenderVertexD3D3 pVertices[50]
void AddBspNodeToRenderList(unsigned int node_id)
EGLSurface EGLint EGLint y
bool Load(const String &filename, int num_days_played, int respawn_interval_days, char *pDest)
int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID)
bool sub_407A1C(int x, int z, int y, struct Vec3_int_ v)
static ParticleEngine * ResolveParticleEngine()
struct BspRenderer_PortalViewportData * field_7C
unsigned int uNumVertices
unsigned int uNumSpawnPoints
BspRenderer_stru0 nodes[150]
unsigned int uCurrentAmbientLightLevel
void SetTexture(const String &filename)
int16_t * pZInterceptDisplacements
bool IsTreasureSpawn() const
static DecalBuilder * ResolveDecalBuilder()
void _get_normals(Vec3_int_ *a2, Vec3_int_ *a3)
struct Plane_float_ pFacePlane
struct DDM_DLV_Header dlv
BLVMapOutlines * pMapOutlines
void PrepareItemsRenderList_BLV()
uint16_t pVisibleSectorIDs_toDrawDecorsActorsEtcFrom[6]
int _blv_lights_light_dot_faces[20]
void GetFacePlaneAndClassify(struct ODMFace *a2, struct BSPVertexBuffer *a3)
bool sub_4077F1(int a1, int a2, int a3, struct ODMFace *face, struct BSPVertexBuffer *a5)
char _visible_outlines[875]
BLVRenderParams * pBLVRenderParams
int sub_4AAEA6_transform(struct RenderVertexSoft *a1)
unsigned int uNumFacesRenderedThisFrame
char sky_texture_name[12]
struct Vec3_short_ vPosition
int _45063B_spawn_some_monster(struct MapInfo *a1, int a2)
BspRenderer_PortalViewportData stru_F8A590
struct BBox_short_ pBounding
int16_t viewport_left_side[480]
LEVEL_TYPE uCurrentlyLoadedLevelType
typedef void(SDLCALL *SDL_AudioFilter)(struct SDL_AudioCVT *cvt
void GetViewportData(int16_t x, int y, int16_t z, int w)
unsigned int viewing_portal_id
int16_t * pYInterceptDisplacements
unsigned int uTargetWidth
bool Pressure_Plate() const
BLVMapOutline pOutlines[7000]
unsigned int uTargetHeight
uint16_t * ptr_0002B0_sector_rdata
DecalBuilder * decal_builder
uint16_t * ptr_0002B4_doors_ddata
uint16_t * ptr_0002B8_sector_lrdata
uint16_t * pDecorationIDs
Vec3_int_ _unused_vPartyPos
void PrepareToLoadBLV(unsigned int bLoading)
unsigned int FaceFlowTextureOffset(unsigned int uFaceID)
void ToggleLight(signed int uLightID, unsigned int bToggle)
ParticleEngine * particle_engine
struct Vec3_short_ * pVertices
unsigned int uNumLightsApplied
void PrepareDrawLists_BLV()
int sub_4088E9(int a1, int a2, int a3, int a4, int a5, int a6)
@ POLYGON_InBetweenCeilingAndWall
int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID)
int16_t uLightDistanceMultiplier
int GetSector(int sX, int sY, int sZ)
int CalcMovementExtents(int a2)
bool IsMonsterSpawn() const
void sub_4406BC(unsigned int node_id, unsigned int uFirstNode)
uint16_t * field_34_palette
void MakeVisibleSectorList()
int _blv_lights_inv_radii[20]
static SpellFxRenderer * ResolveSpellFxRenderer()
int GetPortalScreenCoord(unsigned int uFaceID)
static LightmapBuilder * ResolveLightmapBuilder()
void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID)
struct BspRenderer * pBspRenderer
void ExecDraw_d3d(unsigned int uFaceID, struct IndoorCameraD3D_Vec4 *pVertices, unsigned int uNumVertices, struct RenderVertexSoft *pPortalBounding)
void BLV_UpdateUserInputAndOther()
char _blv_lights_types[20]
void PrepareActorRenderList_BLV()
void(*** vdestructor_ptr)(stru154 *, bool)
unsigned int uTimeSinceTriggered
int16_t uMinAmbientLightLevel
stru141_actor_collision_object stru_721530
IndoorCameraD3D_Vec4 std__vector_0007AC[4]
bool Deserialize(struct BLVFace_MM7 *)