Merge branch 'master' of https://github.com/adiblol/colobot
commit
820966a98d
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@ -12,7 +12,9 @@
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.// D3DApp.h
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// D3DApp.h
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#ifndef _D3DAPP_H
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@ -12,7 +12,9 @@
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.// displaytext.h
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// displaytext.h
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#ifndef _DISPLAYTEXT_H_
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#define _DISPLAYTEXT_H_
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@ -12,7 +12,9 @@
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// * GNU General Public License for more details.
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// *
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.// maindialog.h
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// maindialog.h
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#ifndef _MAINDIALOG_H_
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#define _MAINDIALOG_H_
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@ -46,11 +48,11 @@ SceneInfo;
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typedef struct
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{
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int face; // visage
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int glasses; // lunettes
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D3DCOLORVALUE colorHair; // couleur cheveux
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D3DCOLORVALUE colorCombi; // couleur combinaison
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D3DCOLORVALUE colorBand; // couleur bandes
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int face; // face
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int glasses; // glasses
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D3DCOLORVALUE colorHair; // hair color
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D3DCOLORVALUE colorCombi; // spacesuit volor
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D3DCOLORVALUE colorBand; // strips color
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}
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GamerPerso;
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@ -176,33 +178,33 @@ protected:
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CCamera* m_camera;
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CSound* m_sound;
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Phase m_phase; // copie de CRobotMain
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Phase m_phaseSetup; // onglet choisi
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Phase m_phaseTerm; // phase trainer/scene/proto
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Phase m_phase; // copy of CRobotMain
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Phase m_phaseSetup; // tab selected
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Phase m_phaseTerm; // phase trainer/scene/proto
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float m_phaseTime;
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GamerPerso m_perso; // perso: description
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GamerPerso m_persoCopy; // perso: copie pour annulation
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int m_persoTab; // perso: onglet choisi
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float m_persoAngle; // perso: angle de présentation
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GamerPerso m_persoCopy; // perso: copy for cancellation
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int m_persoTab; // perso: tab selected
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float m_persoAngle; // perso: angle of presentation
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char m_sceneDir[_MAX_FNAME]; // dossier scene\
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char m_savegameDir[_MAX_FNAME]; // dossier savegame\
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char m_publicDir[_MAX_FNAME]; // dossier program\
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char m_userDir[_MAX_FNAME]; // dossier user\
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char m_filesDir[_MAX_FNAME]; // dossier files\
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char m_sceneDir[_MAX_FNAME]; // scene folder\
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char m_savegameDir[_MAX_FNAME]; // savegame folder\
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char m_publicDir[_MAX_FNAME]; // program folder\
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char m_userDir[_MAX_FNAME]; // user folder\
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char m_filesDir[_MAX_FNAME]; // case files\
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int m_index; // 0..4
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int m_chap[10]; // chapitre choisi (0..8)
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int m_sel[10]; // mission choisie (0..98)
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int m_index; // 0..4
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int m_chap[10]; // selected chapter (0..8)
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int m_sel[10]; // chosen mission (0..98)
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int m_maxList;
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int m_accessChap;
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char m_sceneRead[100]; // nom de la scène à lire
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char m_stackRead[100]; // nom de la scène à lire
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char m_sceneName[20]; // nom de la scène à jouer
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int m_sceneRank; // rang de la scène à jouer
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BOOL m_bSceneSoluce; // montre la solution
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BOOL m_bSimulSetup; // réglages pendant le jeu
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char m_sceneRead[100]; // name of the scene to read
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char m_stackRead[100]; // name of the scene to read
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char m_sceneName[20]; // name of the scene to play
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int m_sceneRank; // rank of the scene to play
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BOOL m_bSceneSoluce; // shows the solution
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BOOL m_bSimulSetup; // adjustment during the game
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BOOL m_accessEnable;
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BOOL m_accessMission;
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BOOL m_accessUser;
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@ -211,32 +213,32 @@ protected:
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int m_userTotal;
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char m_userList[USERLISTMAX][100];
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int m_shotDelay; // nb de frames avant copie
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char m_shotName[100]; // nom du fichier à générer
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int m_shotDelay; // number of frames before copy
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char m_shotName[100]; // generate a file name
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int m_setupSelDevice;
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int m_setupSelMode;
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BOOL m_setupFull;
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BOOL m_bTooltip; // info-bulles à afficher ?
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BOOL m_bGlint; // reflets sur boutons ?
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BOOL m_bRain; // pluie dans l'interface ?
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BOOL m_bSoluce4; // solutions dans programme 4 ?
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BOOL m_bMovies; // cinématiques ?
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BOOL m_bNiceReset; // pour CTaskReset
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BOOL m_bHimselfDamage; // pour les tirs
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BOOL m_bCameraScroll; // pour CCamera
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BOOL m_bCameraInvertX; // pour CCamera
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BOOL m_bCameraInvertY; // pour CCamera
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BOOL m_bEffect; // pour CCamera
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BOOL m_bTooltip; // tooltips to be displayed?
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BOOL m_bGlint; // reflections on buttons?
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BOOL m_bRain; // rain in the interface?
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BOOL m_bSoluce4; // solutions in program 4?
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BOOL m_bMovies; // cinematics?
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BOOL m_bNiceReset; // for CTaskReset
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BOOL m_bHimselfDamage; // for shots
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BOOL m_bCameraScroll; // for CCamera
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BOOL m_bCameraInvertX; // for CCamera
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BOOL m_bCameraInvertY; // for CCamera
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BOOL m_bEffect; // for CCamera
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FPOINT m_glintMouse;
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float m_glintTime;
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int m_loadingCounter;
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BOOL m_bDialog; // dialogue présent ?
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BOOL m_bDialogFire; // cadre en feu ?
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BOOL m_bDialog; // this dialogue?
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BOOL m_bDialogFire; // setting on fire?
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BOOL m_bDialogDelete;
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FPOINT m_dialogPos;
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FPOINT m_dialogDim;
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