Mercurial > might-and-magic-trilogy
view Game.h @ 110:430786d916d6
6.11.12 SaveLoad
author | Ritor1 |
---|---|
date | Tue, 06 Nov 2012 17:30:24 +0600 |
parents | fdacbc653945 |
children |
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#pragma once #include "LightmapBuilder.h" #include "DecalBuilder.h" #include "ParticleEngine.h" #include "Vis.h" #include "Mouse.h" #include "Keyboard.h" #include "IndoorCameraD3D.h" #include "CShow.h" #include "GammaControl.h" #include "stru6.h" #include "stru9.h" #include "stru10.h" #include "stru11.h" #include "stru12.h" /* 320 */ enum GAME_STATE { GAME_STATE_0 = 0x0, GAME_FINISHED = 0x1, GAME_STATE_2 = 0x2, GAME_STATE_3 = 0x3, GAME_STATE_4 = 0x4, GAME_STATE_5 = 0x5, GAME_STATE_6 = 0x6, GAME_STATE_7 = 0x7, GAME_STATE_8 = 0x8, GAME_STATE_FINAL_WINDOW = 0x9, GAME_STATE_A = 0xA }; /* 105 */ #pragma pack(push, 1) struct Game__StationaryLight { Vec3_float_ vPosition; Vec3_float_ vRGBColor; float flt_18; }; #pragma pack(pop) /* 108 */ #pragma pack(push, 1) struct Game_stru0 { int field_0; unsigned __int8 *ptr_4; int field_8; int field_C; }; #pragma pack(pop) /* 279 */ #pragma pack(push, 1) //Game_stru1 struct Game_Bloodsplat { float x; float y; float z; float r; float g; float b; float radius; }; #pragma pack(pop) /* 104 */ #pragma pack(push, 1) struct Game { static Game *Create(); static void Destroy(); protected: Game(); protected: ~Game(); public: void _44E904(); bool InitializeGammaController(); char PickMouse(float fPickDepth, unsigned int uMouseX, unsigned int uMouseY, bool bOutline, struct stru157 *a5, struct stru157 *a6); bool _44EB12(bool bOutline, struct stru157 *a3, struct stru157 *a4); void OutlineSelection(); signed int _44EC23(struct stru148 *a2, int *a3, signed int a4); signed int _44ED0A(struct BLVFace *a2, int *a3, signed int a4); bool AlterGamma(struct BLVFace *pFace, unsigned int *pColor); bool _44EE30(struct ODMFace *a2, int a3); bool draw_debug_outlines(); bool _44EEA7(); bool _44F07B(); void ToggleFlags(unsigned int uMask); void ToggleFlags2(unsigned int uFlag); void _44F0FD(); void PushStationaryLights(int a2); void PrepareBloodsplats(); void Deinitialize(); void Loop(); void DrawParticles(); void Draw(); //----- (0042EB6A) -------------------------------------------------------- struct stru6 *GetStru6() {return this->pStru6Instance;} //----- (0042EB71) -------------------------------------------------------- struct IndoorCameraD3D *GetIndoorCamera() {return this->pIndoorCameraD3D;} void (__thiscall ***vdestructor_ptr)(Game *, bool); Game__StationaryLight pStationaryLights[25]; char field_2C0[1092]; unsigned int uNumStationaryLights; Game_Bloodsplat pBloodsplats[20]; int field_938; int field_93C; int field_940; int field_944; int field_948; int field_94C; int field_950; int field_954; int field_958; int field_95C; int field_960; int field_964; int field_968; int field_96C; int field_970; Mouse *pMouse; int field_978; Game_stru0 stru_97C; char field_98C[1148]; int uNumBloodsplats; int field_E0C; __int64 field_E10; int uNumStationaryLights_in_pStationaryLightsStack; unsigned int bGammaControlInitialized; unsigned int uFlags; unsigned int uFlags2; float fSaturation; unsigned __int64 uSomeGammaStartTime; __int64 uSomeGammaDeltaTime; ThreadWard *pThreadWardInstance; ParticleEngine *pParticleEngine; Mouse *pMouseInstance; LightmapBuilder *pLightmapBuilder; Vis *pVisInstance; stru6 *pStru6Instance; IndoorCameraD3D *pIndoorCameraD3D; stru9 *pStru9Instance; stru10 *pStru10Instance; stru11 *pStru11Instance; stru12 *pStru12Instance; CShow *pCShow; Keyboard *pKeyboardInstance; GammaController *pGammaController; int field_E74; }; #pragma pack(pop) extern Game *pGame;