8 #ifndef DIRECTINPUT_VERSION 9 #define DIRECTINPUT_VERSION 0x0800 // dinput.h throws a notice if we don't define it, We should look at moving this define to globals.h 26 #include "../GameClass.h" 28 #define depthFloorResolutionC 2048L 59 HRESULT
OnResetDevice(IDirect3DDevice9* pd3dDevice,
const D3DSURFACE_DESC* pBackBufferSurfaceDesc);
65 static RECT
WhichRoom(
const std::vector<tagRECT>&
rooms,
float x,
float y,
short* roomIndex);
67 void OnFrameRender(IDirect3DDevice9* pd3dDevice,
double fTime)
const;
68 void OnFrameRender2(IDirect3DDevice9* pd3dDevice,
float fElapsedTime);
75 Sani GetAni(
float f_time,
unsigned char ani)
const;
79 void Movement(
short t,
float ElapsedTime);
83 VECTOR2SHORT
CalculateWrap(
short u,
short v,
char cube,
char* rotate)
const;
85 D3DXVECTOR3
D3DXVec3Qerp(D3DXVECTOR3 *vel0, D3DXVECTOR3 *vel1, D3DXVECTOR3 *vel2,
float t)
const;
105 LPDIRECT3DVERTEXBUFFER9 m_avTree;
146 LPDIRECT3DTEXTURE9 m_pddsSmoke[smoketrailC];
180 LPDIRECT3DTEXTURE9 m_pddsTree;
298 CStopWatch *instrumentsFrameMoveTimer =
nullptr;
304 CStopWatch *propulsionFrameMoveTimer =
nullptr;
LPDIRECT3DVERTEXBUFFER9 m_avCloudGrid
LPDIRECT3DTEXTURE9 m_pddsWeapon[weaponanimateC]
LPDIRECT3DTEXTURE9 m_pddsKeycard
LPDIRECT3DTEXTURE9 m_pddsTransition[transitiontextureC]
D3DXVECTOR3 D3DXVec3Qerp(D3DXVECTOR3 *vel0, D3DXVECTOR3 *vel1, D3DXVECTOR3 *vel2, float t) const
#define transitiontextureC
LPD3DXRENDERTOSURFACE m_pRenderToSurfaceNextGen
LPDIRECT3DTEXTURE9 m_pddsCityTexture[citytextureC]
LPDIRECT3DTEXTURE9 m_pddsFirework1[firework1C]
LPDIRECT3DTEXTURE9 m_pddsDockTexture[docktextureC]
LPDIRECT3DTEXTURE9 m_pddsCockpitTexture[cockpittextureC]
VECTOR2SHORT CalculateWrap(short u, short v, char cube, char *rotate) const
LPDIRECT3DTEXTURE9 m_pddsSinker[weaponanimateC]
LPDIRECT3DTEXTURE9 m_pddsWorld2a1
HRESULT OnCreateDevice(IDirect3DDevice9 *pd3dDevice)
LPDIRECT3DTEXTURE9 m_pddsIntersection
LPDIRECT3DTEXTURE9 m_pddsCloudBaseMap
LPDIRECT3DTEXTURE9 m_pddsNamePlate
LPDIRECT3DTEXTURE9 m_pddsHolidayTexture
LPDIRECT3DTEXTURE9 m_pddsCityLights[citytextureC]
LPDIRECT3DTEXTURE9 m_pddsAOA[3]
VECTOR2SHORT CalculateCGC(D3DXVECTOR3 position, char cube) const
instruments * ptrInstruments
LPDIRECT3DTEXTURE9 m_pddsGVDirection
void Movement(short t, float ElapsedTime)
LPD3DXRENDERTOSURFACE m_pHullRender2Surface
LPDIRECT3DVERTEXBUFFER9 m_avLocalGrid
long FontOffset(char letter) const
LPDIRECT3DTEXTURE9 m_pddsWaterNormal
float ProbeBoundSphere(D3DXVECTOR3 *position, const D3DXVECTOR3 *Xsunlight) const
LPDIRECT3DTEXTURE9 m_pddsSunglasses
void OnFrameRender(IDirect3DDevice9 *pd3dDevice, double fTime) const
bool m_bDeviceSupportsVizQuery
LPD3DXSPRITE m_spriteVector
LPDIRECT3DTEXTURE9 m_pddsMarston1
LPDIRECT3DVERTEXBUFFER9 m_avLightning
LPDIRECT3DTEXTURE9 m_pddsGVDialSmall
LPDIRECT3DTEXTURE9 m_pddsLightningAbove[3]
LPDIRECT3DVERTEXBUFFER9 m_avStaticStars
LPDIRECT3DVOLUMETEXTURE9 m_pddsReentry
float CheckRtsBumpMap(VECTOR2SHORT rts, VECTOR2SHORT bump, short u, short v)
void ApplyEnvironmentMap()
LPDIRECT3DTEXTURE9 m_pddsRunwayEdgeLight1
std::vector< RECT > rooms
Sani GetAni(float f_time, unsigned char ani) const
LPDIRECT3DTEXTURE9 m_pddsFirework2[firework2C]
LPDIRECT3DTEXTURE9 m_pddsElmo[elmoAnimateC]
float CheckDepthMap(VECTOR2SHORT newdepthpos, short u, short v)
static RECT WhichRoom(const std::vector< tagRECT > &rooms, float x, float y, short *roomIndex)
propulsion * ptrPropulsion
LPDIRECT3DSURFACE9 m_pddsProjectionSurface
LPDIRECT3DTEXTURE9 m_pddsLandform[landformtextureC]
LPDIRECT3DTEXTURE9 m_pddsCloudDetailBelow
float CheckFloorMap(VECTOR2SHORT newdepthpos, short u, short v)
LPDIRECT3DTEXTURE9 m_pddsDockLights[docktextureC]
bool AssertTelemetry(const char *location, short id)
void TriggerBCLLightning(float distanceScalar, float intensityScalar) const
LPDIRECT3DVOLUMETEXTURE9 m_pddsFuzerX
LPDIRECT3DVERTEXBUFFER9 m_avCone
D3DXVECTOR3 rainarray[MAX_RAINDROPS]
std::vector< std::string > sofTracking
LPDIRECT3DVERTEXBUFFER9 m_avScreen
D3DXVECTOR3 CalculatePlanar(short u, short v)
LPDIRECT3DTEXTURE9 m_pddsLetters
void OnFrameMove(double fTime, float fElapsedTime)
void OnFrameRender2(IDirect3DDevice9 *pd3dDevice, float fElapsedTime)
float CalculateAGL(short u, short v, D3DXVECTOR3 position, bool makeleveler)
LPDIRECT3DVERTEXBUFFER9 m_avRainDrops
D3DXMATRIX matrixProjnodistort
D3DXMATRIX matrixProjCock
LPDIRECT3DTEXTURE9 m_pddsSunTexture
LPDIRECT3DVOLUMETEXTURE9 m_pddsSinkerX
LPDIRECT3DTEXTURE9 m_pddsShipLights[shiptextureC]
LPDIRECT3DTEXTURE9 m_pddsDynamicTexture
LOCALGRID2 CalculateSRV(short t, short s, VECTOR2SHORT tcp, char cube, SRenderVertex sourcedata)
void LoadVehicleProfile(short t, bool forceCockpitTextures=false)
static D3DXVECTOR3 CalculateBarycentric(D3DXVECTOR3 *position, D3DXVECTOR3 *gthrust, float *radius)
LPDIRECT3DTEXTURE9 m_pddsLightsCruiseIcons
void OutsideView(bool outside)
LPDIRECT3DTEXTURE9 m_pddsBinoculars
LPDIRECT3DTEXTURE9 m_pddsFuelIcon
LPDIRECT3DVERTEXBUFFER9 m_avInstrument
LPDIRECT3DVERTEXBUFFER9 m_avSkyRing
LPDIRECT3DTEXTURE9 m_pddsShipTexture[shiptextureC]
LPDIRECT3DTEXTURE9 m_pddsBinocularsCompass
LPD3DXRENDERTOSURFACE m_pRenderToSurface
s_polygon_extras2 polyextras2
LPDIRECT3DVOLUMETEXTURE9 m_pddsBlastX
LPDIRECT3DTEXTURE9 m_pddsAtmosphere
void SetProjectionMatrices()
LPDIRECT3DTEXTURE9 m_pddsRoad
LPDIRECT3DTEXTURE9 m_pddsCockpitLights[cockpittextureC]
float CalculateAGLd(D3DXVECTOR3 terpos, double terprecisionx, double terprecisiony, double terprecisionz, double proposedx, double proposedy, double proposedz, D3DXVECTOR3 proposed, bool makeleveler)
char CalculateCube(D3DXVECTOR3 position) const
LPDIRECT3DSURFACE9 m_pddsDynamicSurface
LPDIRECT3DQUERY9 m_pLightSunVizQuery
bool CheckPlotRoads(float f_tempu, float f_tempv)
LPDIRECT3DTEXTURE9 m_pddsCloudDetailAbove
LPDIRECT3DTEXTURE9 m_pddsRTSTexture[RTStextureC]
LPDIRECT3DTEXTURE9 m_pddsLightningBelow[3]
LPDIRECT3DTEXTURE9 m_pddsGVCompass
LPDIRECT3DTEXTURE9 m_pddsInterlace[2]
LPDIRECT3DTEXTURE9 m_pddsDIHV[dihvanimateC]
LPDIRECT3DTEXTURE9 m_pddsHeart[heartanimateC]
HRESULT OnResetDevice(IDirect3DDevice9 *pd3dDevice, const D3DSURFACE_DESC *pBackBufferSurfaceDesc)
LPDIRECT3DINDEXBUFFER9 m_aiCloudGrid
LPD3DXFONT m_pFontLicense
unsigned short causearray
LPDIRECT3DTEXTURE9 m_pddsRTSLights[RTStextureC]
LPDIRECT3DVERTEXBUFFER9 m_avRunningLights
LPDIRECT3DTEXTURE9 m_pddsProjectionTexture
LPDIRECT3DVERTEXBUFFER9 m_avSkyDome
LPDIRECT3DTEXTURE9 m_pddsBinocularsArrow
LPDIRECT3DTEXTURE9 m_pddsHullDynamicTexture[MAX_SCAN]
LPDIRECT3DTEXTURE9 m_pddsFirework3[firework3C]
LPDIRECT3DVERTEXBUFFER9 m_avSunVertices
LPDIRECT3DTEXTURE9 m_pddsStarTexture
LPDIRECT3DTEXTURE9 m_pddsGVBackground