Mercurial > mm7
view Vis.h @ 314:6a7607a1bd04
use item in inventory fixed
author | zipi |
---|---|
date | Tue, 19 Feb 2013 22:09:58 +0000 |
parents | 640a176c030f |
children | d720a13e2273 |
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#pragma once #include "Render.h" enum VisObjectType: unsigned __int32 { VisObjectType_Any = 0, VisObjectType_Sprite = 1, VisObjectType_Face = 2 }; /* 150 */ #pragma pack(push, 1) struct Vis_SelectionFilter //stru157 { VisObjectType object_type; int object_id; // OBJECT_Actor, OBJECT_Player etc int field_8; int field_C; int field_10; }; #pragma pack(pop) extern Vis_SelectionFilter vis_sprite_filter_1; // 00F93E1C extern Vis_SelectionFilter vis_sprite_filter_2; // 00F93E30 extern Vis_SelectionFilter vis_face_filter; // 00F93E44 extern Vis_SelectionFilter vis_door_filter; // 00F93E58 extern Vis_SelectionFilter vis_sprite_filter_3; // 00F93E6C extern Vis_SelectionFilter vis_sprite_filter_4; // static to sub_44EEA7 #pragma pack(push, 1) struct Vis_ObjectInfo { void *object; union { int sZValue; struct { unsigned __int16 object_pid; signed __int16 actual_z; }; }; VisObjectType object_type; }; #pragma pack(pop) #pragma pack(push, 1) struct Vis_SelectionList { enum PointerCreationType { All = 0, Unique = 1 }; Vis_SelectionList(); //----- (004C0585) -------------------------------------------------------- ~Vis_SelectionList() {} Vis_ObjectInfo *sub_4C2551(int a2, int a3); void create_object_pointers(PointerCreationType type = All); inline void AddObject(void *object, VisObjectType type, int packed_zval) { object_pool[uNumPointers].object = object; object_pool[uNumPointers].object_type = type; object_pool[uNumPointers++].sZValue = packed_zval; } void (__thiscall ***vdestructor_ptr)(Vis_SelectionList *, bool); Vis_ObjectInfo object_pool[512]; Vis_ObjectInfo *object_pointers[512]; unsigned int uNumPointers; }; #pragma pack(pop) /* 116 */ #pragma pack(push, 1) struct Vis { Vis(); //----- (004C05A2) -------------------------------------------------------- //virtual ~Vis() {} //----- (004C05BE) -------------------------------------------------------- ~Vis() {} bool PickKeyboard(Vis_SelectionList *list, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter); void PickBillboards_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter); void PickIndoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter); void PickOutdoorFaces_Keyboard(float pick_depth, Vis_SelectionList *list, Vis_SelectionFilter *filter); bool PickMouse(float fDepth, float fMouseX, float fMouseY, Vis_SelectionFilter *sprite_filter, Vis_SelectionFilter *face_filter); void PickBillboards_Mouse(float fPickDepth, float fX, float fY, Vis_SelectionList *list, Vis_SelectionFilter *filter); void PickIndoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter); void PickOutdoorFaces_Mouse(float fDepth, struct RenderVertexSoft *pRay, Vis_SelectionList *list, Vis_SelectionFilter *filter, bool one_sided); bool is_part_of_selection(void *uD3DBillboardIdx_or_pBLVFace_or_pODMFace, Vis_SelectionFilter *filter); bool DoesRayIntersectBillboard(float fDepth, unsigned int uD3DBillboardIdx); Vis_ObjectInfo *_4C1026(struct BLVFace *face, unsigned int a3, float pick_depth); bool IsPolygonOccludedByBillboard(struct RenderVertexSoft *vertices, int num_vertices, float x, float y); void GetPolygonCenter(struct RenderVertexD3D3 *pVertices, unsigned int uNumVertices, float *pCenterX, float *pCenterY); void GetPolygonScreenSpaceCenter(struct RenderVertexSoft *vertices, int num_vertices, float *out_center_x, float *out_center_y); bool IsPointInsideD3DBillboard(struct RenderBillboardD3D *a1, float x, float y); int PickClosestActor(int object_id, unsigned int pick_depth, int a4, int a5, int a6); void _4C1A02(); bool SortVectors_x(RenderVertexSoft *a2, int a3, int a4); int get_object_zbuf_val(Vis_ObjectInfo *info); int get_picked_object_zbuf_val(); bool Intersect_Ray_Face(struct RenderVertexSoft *pRayStart, struct RenderVertexSoft *pRayEnd, float *pDepth, RenderVertexSoft *a4, BLVFace *a5, unsigned int a6); int _4C1D2B(BLVFace *pFace, Vec3_short_ a2, unsigned int uModelID); bool _4C1EE5_BLV_IntersectBModel_2(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *pFace); bool _4C2186_BLV_IntersectBModel(int *a1, int *a2, __int16 *a3, __int16 *a4, Vec3_short_ *a5, BLVFace *a6, unsigned int uModelID); void CastPickRay(RenderVertexSoft *pRay, float fMouseX, float fMouseY, float fPickDepth); void sort_object_pointers(Vis_ObjectInfo **pPointers, int left, int right); bool SortVerticesByX(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); bool SortVerticesByY(struct RenderVertexD3D3 *a2, unsigned int uStart, unsigned int uEnd); bool SortByScreenSpaceX(struct RenderVertexSoft *pArray, int sLeft, int sRight); bool SortByScreenSpaceY(struct RenderVertexSoft *pArray, int sLeft, int sRight); void (__thiscall ***vdestructor_ptr)(Vis *, bool); Vis_SelectionList default_list; RenderVertexSoft stru_200C; RenderVertexSoft stru_203C; RenderVertexSoft stru_206C; RenderVertexSoft stru_209C; int keyboard_pick_depth; }; #pragma pack(pop)