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. 1 #define _CRTDBG_MAP_ALLOC
4 #define _CRT_SECURE_NO_WARNINGS
71 int x,
int y,
int z,
int directiony,
72 int directionx,
int a8,
73 const char *pLocationName)
110 String v15 = pLocationName;
111 if (*pLocationName == 48) {
175 CreateButton(0x1E6u, 0x1BDu, 0x4Bu, 0x21u, 1, 0,
191 pContainer =
"evt02-b";
194 pContainer =
"evt02";
197 pContainer =
"evt02-c";
228 char pDestinationMapName[32];
231 pDestinationMapName, 20);
298 transition_window.
uFrameX = 493;
300 transition_window.
uFrameZ = 366;
303 transition_window.
uFrameX = 483;
305 transition_window.
uFrameZ = 334;
326 Error(
"Troubles in da house");
String transition_button_label
const char * GetString(unsigned int index) const
Texture * GetImage_Solid(const String &name)
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 * >())
MAP_TYPE GetMapInfo(const String &Str2)
std::array< char *, 465 > pTransitionStrings
std::array< const char *, 11 > pHouse_ExitPictures
Localization * localization
std::array< const stru159, 196 > pAnimatedRooms
Image * dialogue_ui_x_x_u
@ UIMSG_TransitionWindowCloseBtn
std::array< std::array< int, 6 >, 6 > pNPCPortraits_y
std::array< std::array< int, 6 >, 6 > pNPCPortraits_x
void DrawTitleText(GUIFont *font, int horizontal_margin, int vertical_margin, unsigned __int16 uDefaultColor, const char *pInString, int line_spacing)
NZIArray< struct Player *, 5 > pPlayers
enum CURRENT_SCREEN current_screen_type
struct MapStats * pMapStats
static unsigned int GetLocationIndex(const char *Str1)
void OpenHouseMovie(const std::string &pMovieName, bool bLoop)
EGLSurface EGLint EGLint y
int Party_Teleport_Cam_Pitch
enum CURRENT_SCREEN prev_screen_type
Image * transition_ui_icon
char * Party_Teleport_Map_Name
Image * game_ui_right_panel_frame
@ UIMSG_CHANGE_LOCATION_ClickCencelBtn
void StopChannels(int uStartChannel, int uEndChannel)
unsigned int CalcTextHeight(const String &str, unsigned int width, int x_offset, bool return_on_carriage=false)
int Party_Teleport_Cam_Yaw
int uCurrentHouse_Animation
EGLSurface EGLNativeWindowType * window
int Party_Teleport_Z_Speed
@ UIMSG_TransitionUI_Confirm
GUIWindow_Transition(uint32_t anim_id, uint32_t exit_pic_id, int x, int y, int z, int directiony, int directionx, int a8, const char *pLocationName)
unsigned int uActiveCharacter
String FormatString(unsigned int index,...) const
bool GetTravelDestination(signed int sPartyX, signed int sPartyZ, char *pOut, signed int a5)
Image * game_ui_dialogue_background
LEVEL_TYPE uCurrentlyLoadedLevelType
GUIWindow * pPrimaryWindow
AudioPlayer * pAudioPlayer
OutdoorLocation * pOutdoor
int _unused_5B5924_is_travel_ui_drawn
Image * dialogue_ui_x_ok_u
std::shared_ptr< IRender > render