Mercurial > mm7
view mm7_unsorted_subs.h @ 2156:eaaaa50d34e9
GetItemBonusEnchantment
author | Ritor1 |
---|---|
date | Fri, 10 Jan 2014 17:42:37 +0600 |
parents | d28d3c006077 |
children | 9bd7522cdbbb |
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#pragma once //------------------------------------------------------------------------- // Function declarations void constructors(); void init_event_triggers(); void check_event_triggers(); void ShowIntroVideo_and_LoadingScreen(); unsigned int GameOverMenu(void *ecx0); int __fastcall SpawnRandomTreasure(struct MapInfo *a1, struct SpawnPointMM7 *a2); void DamageMonsterFromParty(signed int a1, unsigned int uActorID_Monster, struct Vec3_int_ *pVelocity); void MakeActorAIList_ODM(); int MakeActorAIList_BLV(); void UpdateActorAI(); bool __fastcall sub_4070EF_prolly_detect_player(unsigned int uObjID, unsigned int uObj2ID); bool __fastcall sub_4075DB(int a1, int a2, int a3, struct BLVFace *face); bool __fastcall sub_4077F1(int a1, int a2, int a3, struct ODMFace *face, struct BSPVertexBuffer *a5); bool __fastcall sub_407A1C(int x, int z, int y, struct Vec3_int_ v); // idb void InitializeActors(); void InitializeSpriteObjects(); int __fastcall sub_4088E9(int a1, int a2, int a3, int a4, int a5, int a6); unsigned int SearchAliveActors(unsigned int *pTotalActors); unsigned int SearchActorByMonsterID(unsigned int *pTotalActors, int uMonsterID); unsigned int SearchActorByGroup(unsigned int *pTotalActors, unsigned int uGroup); unsigned int SearchActorByID(unsigned int *pTotalActors, unsigned int a2); void PrepareArcomage(); void DoBlt_Copy(unsigned __int16 *pPixels); // idb void __fastcall ZBuffer_Fill(int *pZBuffer, int uTextureId, int iZValue); void __fastcall ZBuffer_DoFill(int *pZBuffer, struct Texture *pTex, int uZValue); void __fastcall ZBuffer_DoFill2(int *pZBuffer, struct Texture *a2, int a3); // idb void SetMoonPhaseNames(); int __fastcall sub_410D99_get_map_index(int a1); void __fastcall LoadThumbnailLloydTexture(unsigned int uSlot, unsigned int uPlayer); void SetAttributeNames(); void uGameUIFontMain_initialize(); void uGameUIFontShadow_initialize(); void Inventory_ItemPopupAndAlchemy(); void UI_OnMouseRightClick(struct Vec2_int_ *_this); void UI_OnMouseLeftClick(int *pXY); // idb unsigned int UI_GetHealthManaAndOtherQualitiesStringColor(signed int current_pos, signed int base_pos); unsigned int __fastcall GetSizeInInventorySlots(unsigned int uNumPixels); struct GUIButton *__fastcall GUI_HandleHotkey(unsigned __int8 uHotkey); // idb int __fastcall GUI_ReplaceHotkey(unsigned __int8 uOldHotkey, unsigned __int8 uNewHotkey, char bFirstCall); void DrawBuff_remaining_time_string(int uY, struct GUIWindow *window, __int64 remaining_time, struct GUIFont *Font); bool UI_OnKeyDown(unsigned int vkKey); void GameUI_DrawItemInfo(struct ItemGen* inspect_item); // idb void MonsterPopup_Draw(unsigned int uActorID, struct GUIWindow *window); void LoadActualSkyFrame(); void Sleep6Hours(); void ChestUI_WritePointedObjectStatusString(); void OnChestLeftClick(); void GameUI_WritePointedObjectStatusString(); void __fastcall GameUI_OnPlayerPortraitLeftClick(unsigned int uPlayerID); // idb void OnGameViewportClick(); bool PauseGameDrawing(); void SetUserInterface(enum PartyAlignment alignment, bool bReplace); void reset_some_strus_flt_2Cs(); int __fastcall GetPortalScreenCoord(unsigned int uFaceID); bool PortalFrustrum(int pNumVertices, struct BspRenderer_PortalViewportData *a2, struct BspRenderer_PortalViewportData *near_portal, int uFaceID); int ODM_NearClip(unsigned int uVertexID); // idb int ODM_FarClip(unsigned int uNumVertices); bool sub_427769_isSpellQuickCastableOnShiftClick(unsigned int uSpellID); void _42777D_CastSpell_UseWand_ShootArrow(int a1, unsigned int uPlayerID, unsigned int a4, __int16 a5, int a6); void _42ECB5_PlayerAttacksActor(); void InitializeTurnBasedAnimations(void *); bool __fastcall sub_42F7EB_DropItemAt(unsigned int uSpriteID, int x, int y, int z, int a4, int count, int a7, unsigned __int16 attributes, ItemGen *a9); void __fastcall sub_42F960_create_object(int x, int y, int z); // idb void CompactLayingItemsList(); void _42FA66_do_explosive_impact(int a1, int a2, int a3, int a4, __int16 a5, signed int a6); void sub_42FBDD(); void CloseWindowBackground(); void ProcessInputActions(); void GameUI_MsgProc(); void back_to_game(); void GUI_MainMenuMessageProc(); double get_shading_dist_mist(); void area_of_effect__damage_evaluate(); void __fastcall DamagePlayerFromMonster(unsigned int uObjID, int a2, struct Vec3_int_ *pPos, signed int a4); void __fastcall sub_43A97E(unsigned int uLayingItemID, signed int a2); // idb double __fastcall sub_43AE12(signed int a1); int __fastcall _43AFE3_calc_spell_damage(int a1, int a2, signed int a3, int a4); void ItemDamageFromActor(unsigned int uObjID, unsigned int uActorID, struct Vec3_int_ *pVelocity); void ActorDamageFromMonster(signed int attacker_id, unsigned int actor_id, struct Vec3_int_ *pVelocity, signed int a4); void CharacterUI_LoadPaperdollTextures(); int __fastcall GetItemTextureFilename(char *pOut, signed int item_id, int index, int shoulder); bool IsDwarfPresentInParty(bool b); bool ShouldLoadTexturesForRaceAndGender(unsigned int _this); void WetsuitOn(unsigned int uPlayerID); // idb void WetsuitOff(unsigned int uPlayerID); void __fastcall PrepareDrawLists_BLV(); void FindBillboardsLightLevels_BLV(); int __fastcall _43F55F_get_billboard_light_level(struct RenderBillboard *a1, int uBaseLightLevel); int __fastcall _43F5C8_get_point_light_level_with_respect_to_lights(unsigned int uBaseLightLevel, int uSectorID, float x, float y, float z); void PrepareBspRenderList_BLV(); void PrepareDecorationsRenderList_BLV(unsigned int uDecorationID, unsigned int uSectorID); void PrepareActorRenderList_BLV(); void PrepareItemsRenderList_BLV(); void AddBspNodeToRenderList(unsigned int node_id); void __fastcall sub_4406BC(unsigned int node_id, unsigned int uFirstNode); // idb bool sub_44100D(); __int16 __fastcall sub_441A4E(int a1); void DrawBook_Map_sub(unsigned int tl_x, unsigned int tl_y, unsigned int br_x, int br_y, int _48074); // idb void Initialize2DA(); void LoadLevel_InitializeLevelStr(); void OnMapLeave(); void OnMapLoad(); void Level_LoadEvtAndStr(const char *pLevelName); const char *GetMapBookHintText();//sub_444564 char *GetEventHintString(unsigned int uEventID); // idb int GetTravelTime(); void __fastcall sub_4451A8_press_any_key(int a1, int a2, int a4); unsigned int SkillToMastery(unsigned int skill_value); unsigned int __fastcall GetSpellColor(signed int a1); unsigned short * MakeScreenshot(signed int width, signed int height); void SaveScreenshot(const char *pFilename); void __fastcall LoadGame(unsigned int uSlot); // idb void SaveGame(bool IsAutoSAve, bool NotSaveWorld); void __fastcall DoSavegame(unsigned int uSlot); // idb bool Initialize_GamesLOD_NewLOD(); void SaveNewGame(); void PrepareToLoadBLV(unsigned int bLoading); void __fastcall PrepareToLoadODM(unsigned int bLoading, struct ODMRenderParams *a2); void _461103_load_level_sub(); void MainMenu_Loop(); char sub_4637E0_is_there_popup_onscreen(); void ResetCursor_Palettes_LODs_Level_Audio_SFT_Windows(); void PrepareWorld(unsigned int _0_box_loading_1_fullscreen); void Game_DeinitializeAndTerminate(int exitCode); // idb void FinalInitialization(); char Is_out15odm_underwater(); void SetUnderwaterFog(); void DoPrepareWorld(unsigned int bLoading, int _1_fullscreen_loading_2_box); int __fastcall ReadWindowsRegistryInt(const char *pKey, int uDefValue); // idb void __fastcall WriteWindowsRegistryString(const char *pKey, const char *pString); void __fastcall ReadWindowsRegistryString(const char *pKeyName, char *pOutString, int uBufLen, const char *pDefaultValue); void __fastcall WriteWindowsRegistryInt(const char *pKey, int val); bool __fastcall CheckMM7CD(char c); void SecondaryInitialization(); void CreateAsyncMouse(); void CreateAsyncKeyboard(); void MM6_Initialize(const wchar_t *pIniFilename); void MM7Initialization(); void SetCurrentMenuID(enum MENU_STATE); // idb enum MENU_STATE GetCurrentMenuID(); void CreateMsgScrollWindow(signed int mscroll_id); void free_book_subwindow(); void CreateScrollWindow(); void OnPaperdollLeftClick(); void OnPressSpace(); char __fastcall DoInteractionWithTopmostZObject(int a1, int a2); void OracleDialogue(); void __fastcall ClickNPCTopic(signed int uMessageParam); char * _4B254D_SkillMasteryTeacher(int _this); const char *ContractSelectText(int pEventCode); void SimpleHouseDialog(); void CreateButtonInColumn(int a1, unsigned int a2); void FillAviableSkillsToTeach(int _this); void sub_4B3E1E(); void DrawJoinGuildWindow(int pEventCode); void __fastcall _4B3FE5_training_dialogue(int a4); void NPCHireableDialogPrepare(); void _4B4224_UpdateNPCTopics(int _this); void __fastcall DrawTextAtStatusBar(const char *Str, int a5); __int64 GetExperienceRequiredForLevel(int a1); void CheckBountyRespawnAndAward(); void Arena_SelectionFightLevel(); void ArenaFight(); void SpellBookGenerator(); void UI_CreateEndConversationButton(); void __fastcall OnSelectShopDialogueOption(signed int uMessageParam); int HouseDialogPressCloseBtn(); bool MerchandiseTest(ItemGen *item, int _2da_idx); void UIShop_Buy_Identify_Repair(); bool __fastcall IsBModelVisible(unsigned int uModelID, int *unused); void ODM_LoadAndInitialize(const char *pLevelFilename, struct ODMRenderParams *thisa); unsigned int GetLevelFogColor(); int __fastcall sub_47C3D7_get_fog_related_stuff(int a1, int a2, float a3); int __fastcall GetActorTintColor(int max_dim, int min_dim, float distance, int a4, struct RenderBillboard *a5); unsigned int WorldPosToGridCellX(int); // weak unsigned int WorldPosToGridCellZ(int); // weak int GridCellToWorldPosX(int); // weak int GridCellToWorldPosZ(int); // weak void sub_481ED9_MessWithODMRenderParams(); bool IsTerrainSlopeTooHigh(int pos_x, int pos_y); int __fastcall GetTerrainHeightsAroundParty2(int a1, int a2, int *a3, int a4); void sub_487DA9(); double GetFogDensityByTime(struct OutdoorLocation *_this); bool __fastcall HSV2RGB(float *a1, float *a2, float *a3, float a4, float a5, float a6); void __fastcall RGB2HSV(float *a1, float *a2, float a3, float a4, float a5, float *a6); signed int ReplaceHSV(unsigned int uColor, float a2, float gamma, float a4); bool PlayerCreation_Choose4Skills(); int PlayerCreation_GetUnspentAttributePointCount(); void LoadPlayerPortraintsAndVoices(); void ReloadPlayerPortraits(int player_id, int face_id); void sub_491E3A(); int CycleCharacter(bool backwards); void __fastcall Rest(unsigned int uHoursToSleep); void _493938_regenerate(); void init_summoned_item(struct stru351_summoned_item *_this, __int64 duration); void _494035_timed_effects__water_walking_damage__etc(); unsigned int __fastcall _494820_training_time(unsigned int a1); char *__fastcall sub_495366(unsigned __int8 a1, unsigned __int8 a2); const char *GetReputationString(signed int a1); char *BuildDialogueString(const char *lpsz, unsigned __int8 uPlayerID, struct ItemGen *a3, char *a4, int a5, __int64 *a6); void PlayerCreationUI_Draw(); void PlayerCreationUI_Initialize(); void DeleteCCharFont(); bool PlayerCreationUI_Loop(); unsigned int __fastcall GetMaxMipLevels(unsigned int uDim); bool CheckTextureStages(); bool AreRenderSurfacesOk(); struct SoundHeader *FindSound_BinSearch(unsigned int uStart, unsigned int uEnd, const char *pName); struct SoundData *LoadSound(const char *pSoundName, struct SoundData *pOutBuff, unsigned int uID); int __fastcall sub_4AAEA6_transform(struct RenderVertexSoft *a1); int __fastcall sub_4AB66C(int, int); // weak int GetSoundStrengthByDistanceFromParty(int x, int y, int z); struct _DIG_DRIVER *Audio_GetFirstHardwareDigitalDriver(void); void PlayLevelMusic(); unsigned int __fastcall sub_4B0E07(unsigned int uFaceID); // idb void sub_4B1447_party_fine(int a1, int a2, int a3); void sub_4B1523(int *_this); void ShowPopupShopItem(); void RestAndHeal(__int64 uNumMinutes); // idb void GetHouseGoodbyeSpeech(); int __fastcall _46A6AC_spell_render(int a1, int a2, int a3); int __fastcall _46A6AC_spell_render_d3d(int a1, int a2, int a3); int __fastcall _46A89E_immolation_effect(int a1, int a2, int a3); int sub_46A99B(); unsigned int GetGravityStrength(); void UpdateUserInput_and_MapSpecificStuff(); void BLV_UpdateUserInputAndOther(); void ODM_UpdateUserInputAndOther(); bool __fastcall _46BFFA_check_object_intercept(unsigned int uLayingItemID, signed int a2); int BLV_GetFloorLevel(int x, int y, int z, unsigned int uSectorID, unsigned int *pFaceID); int ODM_GetFloorLevel(int X, signed int Y, int Z, int, int *pOnWater, int *bmodel_pid, int bWaterWalk); int GetCeilingHeight(int Party_X, signed int Party_Y, int Party_ZHeight, int pFaceID); void ODM_GetTerrainNormalAt(int pos_x, int pos_z, Vec3_int_ *out); unsigned int __fastcall sub_46DEF2(signed int a2, unsigned int uLayingItemID); void _46E0B2_collide_against_decorations(); void __fastcall _46E26D_collide_against_sprites(signed int a1, signed int a2); int _46E44E_collide_against_faces_and_portals(unsigned int b1); // idb int __fastcall _46E889_collide_against_bmodels(unsigned int ecx0); int collide_against_floor(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID); // idb void __fastcall _46ED8A_collide_against_sprite_objects(unsigned int _this); int _46EF01_collision_chech_player(int a1); // idb int _46F04E_collide_against_portals(); void BLV_UpdateDoors(); void UpdateActors_BLV(); void UpdateActors_ODM(); void UpdateObjects(); int collide_against_floor_approximate(int x, int y, int z, unsigned int *pSectorID, unsigned int *pFaceID); // idb void BLV_ProcessPartyActions(); void ODM_ProcessPartyActions(); bool sub_47531C(int a1, int *a2, int pos_x, int pos_y, int pos_z, int dir_x, int dir_y, int dir_z, struct BLVFace *face, int a10); bool sub_4754BF(int a1, int *a2, int X, int Y, int Z, int dir_x, int dir_y, int dir_z, struct BLVFace *face, int a10, int a11); int sub_475665(struct BLVFace *face, int a2, __int16 a3); bool __fastcall sub_4759C9(struct BLVFace *face, int a2, int a3, __int16 a4); bool __fastcall sub_475D85(Vec3_int_ *a1, Vec3_int_ *a2, int *a3, struct BLVFace *a4); bool __fastcall sub_475F30(int *a1, struct BLVFace *a2, int a3, int a4, int a5, int a6, int a7, int a8, int a9); void sub_4452BB(); const char *GetProfessionActionText(int a1); struct NPCData *__fastcall GetNPCData(signed int npcid); struct NPCData * GetNewNPCData(signed int npcid, int* npc_indx); int __fastcall GetGreetType(signed int SpeakingNPC_ID); void DialogueEnding(); void PrepareHouse(enum HOUSE_ID house); // idb bool EnterHouse(enum HOUSE_ID uHouseID); bool sub_4465DF_check_season(int a1); int __fastcall IsActorAlive(unsigned int uType, unsigned int uParam, unsigned int uNumAlive); // idb int NPC_EventProcessor(int npc_event_id, int entry_line = 0); void __fastcall sub_448518_npc_set_item(int npc, unsigned int item, int a3); void __fastcall sub_44861E_set_texture(unsigned int uFaceCog, const char *pFilename); void __fastcall SetDecorationSprite(uint16_t uCog, bool bHide, const char *pFileName); // idb void __fastcall sub_44892E_set_faces_bit(int sCogNumber, int bit, int on); void __fastcall ToggleActorGroupFlag(unsigned int uGroupID, unsigned int uFlag, unsigned int bToggle); void GameUI_StatusBar_UpdateTimedString(unsigned int bForceHide); // idb void OnTimer(int); void __fastcall sub_448CF4_spawn_monsters(__int16 typeindex, __int16 level, int count, int x, int y, int z, int group, unsigned int uUniqueName); void __fastcall EventCastSpell(int uSpellID, int uSkillLevel, int uSkill, int fromx, int fromy, int fromz, int tox, int toy, int toz);//sub_448DF8 void Door_switch_animation(unsigned int uDoorID, int a2); // idb: sub_449A49 bool _449B57_test_bit(unsigned __int8 *a1, __int16 a2); void _449B7E_toggle_bit(unsigned char *pArray, __int16 a2, unsigned __int16 bToggle); // idb void ShowStatusBarString(const char *pString, unsigned int uNumSeconds); void ShowNothingHereStatus(); int const_2(); bool TeleportToNWCDungeon(); void SpawnEncounter(struct MapInfo *pMapInfo, struct SpawnPointMM7 *spawn, int a3, int a4, int a5); int __fastcall sub_44FA4C_spawn_light_elemental(int a1, int a2, int a3); int __fastcall sub_450521_ProllyDropItemAt(int ecx0, signed int a2, int a3, int a4, int a5, unsigned __int16 a6); int __fastcall _45063B_spawn_some_monster(struct MapInfo *a1, int a2); void RespawnGlobalDecorations(); bool __fastcall SpawnActor(unsigned int uMonsterID); int GetAlertStatus(); int integer_sqrt(int val); int __fastcall GetDiceResult(unsigned int uNumDice, unsigned int uDiceSides); // idb inline int round_to_int(float x) { return (int)floor(x + 0.5f); } inline void __fastcall memset32(void *ptr, unsigned __int32 value, int count) { unsigned __int32* p = (unsigned __int32 *)ptr; for ( int i=0; i < count; i++ ) *p++ = value; } namespace zlib { int MemZip(void *dest, unsigned int *destLen, void *source, unsigned int sourceLen); int MemUnzip(void *dest, unsigned int *destLen, const void *source, unsigned int sourceLen); };