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/**
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* @file engine.h
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*
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* of basic engine helper functions:
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* - Sprite blitting
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* - Drawing
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* - Angle calculation
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* - RNG
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* - Memory allocation
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* - File loading
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* - Video playback
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*/
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#pragma once
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#include <algorithm>
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#include <cstddef>
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#include <cstdlib>
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#include <SDL.h>
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#include <cstdint>
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#ifdef USE_SDL1
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#include "utils/sdl2_to_1_2_backports.h"
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#endif
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#include "appfat.h"
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#include "miniwin/miniwin.h"
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namespace devilution {
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#if defined(__cpp_lib_clamp)
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using std::clamp;
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#else
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template <typename T>
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constexpr const T &clamp(const T &x, const T &lower, const T &upper)
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{
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return std::min(std::max(x, lower), upper);
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}
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#endif
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#define MemFreeDbg(p) \
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{ \
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void *p__p; \
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p__p = p; \
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p = NULL; \
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mem_free_dbg(p__p); \
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}
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enum direction : uint8_t {
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DIR_S,
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DIR_SW,
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DIR_W,
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DIR_NW,
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DIR_N,
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DIR_NE,
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DIR_E,
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DIR_SE,
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DIR_OMNI,
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};
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struct Point {
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int x;
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int y;
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};
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struct ActorPosition {
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Point tile;
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/** Future tile position. Set at start of walking animation. */
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Point future;
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/** Tile position of player. Set via network on player input. */
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Point last;
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/** Most recent position in dPlayer. */
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Point old;
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/** Pixel offset from tile. */
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Point offset;
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/** Same as offset but contains the value in a higher range */
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Point offset2;
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/** Pixel velocity while walking. Indirectly applied to offset via _pvar6/7 */
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Point velocity;
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/** Used for referring to position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks) */
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Point temp;
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};
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// `malloc` that returns a user-friendly error on OOM.
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//
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// Defined as a macro so that:
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// 1. We provide the correct location for the OOM error.
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// 2. Get better attribution from memory profilers.
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#define DiabloAllocPtr(NUM_BYTES) \
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[](std::size_t num_bytes) { \
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BYTE *ptr = static_cast<BYTE *>(std::malloc(num_bytes)); \
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constexpr char kMesage[] = "System memory exhausted.\n" \
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"Make sure you have at least 64MB of free system memory before running the game"; \
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if (ptr == NULL) \
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ErrDlg("Out of Memory Error", kMesage, __FILE__, __LINE__); \
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return ptr; \
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}(NUM_BYTES)
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#define mem_free_dbg(PTR) \
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std::free(PTR)
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inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel)
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{
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DWORD *pFrameTable;
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pFrameTable = (DWORD *)pCelBuff;
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return pCelBuff + SDL_SwapLE32(pFrameTable[nCel]);
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}
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#define LOAD_LE32(b) (((DWORD)(b)[3] << 24) | ((DWORD)(b)[2] << 16) | ((DWORD)(b)[1] << 8) | (DWORD)(b)[0])
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#define LOAD_BE32(b) (((DWORD)(b)[0] << 24) | ((DWORD)(b)[1] << 16) | ((DWORD)(b)[2] << 8) | (DWORD)(b)[3])
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inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize)
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{
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DWORD nCellStart;
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nCellStart = LOAD_LE32(&pCelBuff[nCel * 4]);
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*nDataSize = LOAD_LE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart;
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return pCelBuff + nCellStart;
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}
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inline BYTE *CelGetFrameClipped(BYTE *pCelBuff, int nCel, int *nDataSize)
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{
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DWORD nDataStart;
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BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize);
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nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0];
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*nDataSize -= nDataStart;
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return pRLEBytes + nDataStart;
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}
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struct CelOutputBuffer {
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// 8-bit palletized surface.
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SDL_Surface *surface;
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SDL_Rect region;
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CelOutputBuffer()
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: surface(NULL)
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, region(SDL_Rect { 0, 0, 0, 0 })
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{
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}
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explicit CelOutputBuffer(SDL_Surface *surface)
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: surface(surface)
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, region(SDL_Rect { 0, 0, (Uint16)surface->w, (Uint16)surface->h })
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{
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}
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CelOutputBuffer(SDL_Surface *surface, SDL_Rect region)
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: surface(surface)
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, region(region)
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{
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}
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CelOutputBuffer(const CelOutputBuffer &other)
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: surface(other.surface)
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, region(other.region)
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{
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}
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void operator=(const CelOutputBuffer &other)
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{
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surface = other.surface;
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region = other.region;
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}
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/**
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* @brief Allocate a buffer that owns its underlying data.
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*/
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static CelOutputBuffer Alloc(std::size_t width, std::size_t height)
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{
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return CelOutputBuffer(SDL_CreateRGBSurfaceWithFormat(0, width, height, 8, SDL_PIXELFORMAT_INDEX8));
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}
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/**
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* @brief Free the underlying data.
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*
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* Only use this if the buffer owns its data.
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*/
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void Free()
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{
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SDL_FreeSurface(this->surface);
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this->surface = NULL;
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}
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int w() const
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{
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return region.w;
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}
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int h() const
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{
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return region.h;
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}
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BYTE *at(int x, int y) const
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{
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return static_cast<BYTE *>(surface->pixels) + region.x + x + surface->pitch * (region.y + y);
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}
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BYTE *begin() const
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{
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return at(0, 0);
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}
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BYTE *end() const
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{
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return at(0, region.h);
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}
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/**
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* @brief Line width of the raw underlying byte buffer.
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* May be wider than its logical width (for power-of-2 alignment).
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*/
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int pitch() const
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{
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return surface->pitch;
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}
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bool in_bounds(Sint16 x, Sint16 y) const
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{
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return x >= 0 && y >= 0 && x < region.w && y < region.h;
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}
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/**
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* @brief Returns a subregion of the given buffer.
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*/
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CelOutputBuffer subregion(Sint16 x, Sint16 y, Uint16 w, Uint16 h) const
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{
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// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
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using CoordType = decltype(SDL_Rect {}.x);
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return CelOutputBuffer(
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surface,
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SDL_Rect {
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static_cast<CoordType>(region.x + x),
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static_cast<CoordType>(region.y + y),
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w, h });
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}
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/**
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* @brief Returns a buffer that starts at `y` of height `h`.
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*/
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CelOutputBuffer subregionY(Sint16 y, Sint16 h) const
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{
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SDL_Rect subregion = region;
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subregion.y += y;
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subregion.h = h;
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return CelOutputBuffer(surface, subregion);
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}
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};
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/**
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* @brief Blit CEL sprite to the back buffer at the given coordinates
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @briefBlit CEL sprite to the given buffer, does not perform bounds-checking.
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* @param out Target buffer
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* @param x Cordinate in the target buffer
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* @param y Cordinate in the target buffer
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of cel
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*/
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void CelDrawUnsafeTo(const CelOutputBuffer &out, int x, int y, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelClippedDrawTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl);
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/**
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* @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelClippedDrawLightTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Same as CelBlitLightTransSafeTo
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelClippedBlitLightTransTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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* @param light Light shade to use
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*/
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void CelDrawLightRedTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
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/**
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* @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer.
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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* @param nWidth Width of sprite
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*/
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void CelBlitSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
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/**
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* @brief Same as CelClippedDrawTo but checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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*/
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void CelClippedDrawSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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* @param nWidth Width of sprite
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* @param tbl Palette translation table
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*/
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void CelBlitLightSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
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/**
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* @brief Same as CelBlitLightSafeTo but with stippled transparancy applied
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pRLEBytes CEL pixel stream (run-length encoded)
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* @param nDataSize Size of CEL in bytes
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* @param nWidth Width of sprite
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*/
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void CelBlitLightTransSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
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/**
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* @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff Cel data
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* @param nCel CEL frame number
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* @param nWidth Width of cel
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* @param light Light shade to use
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*/
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void CelDrawLightRedSafeTo(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
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/**
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* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates
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* @param out Target buffer
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* @param col Color index from current palette
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param pCelBuff CEL buffer
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* @param nCel CEL frame number
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* @param nWidth Width of sprite
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* @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites)
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*/
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void CelBlitOutlineTo(const CelOutputBuffer &out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, bool skipColorIndexZero = true);
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/**
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* @brief Set the value of a single pixel in the back buffer, checks bounds
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* @param out Target buffer
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* @param sx Target buffer coordinate
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* @param sy Target buffer coordinate
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* @param col Color index from current palette
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*/
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void SetPixel(const CelOutputBuffer &out, int sx, int sy, BYTE col);
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/**
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* @brief Blit CL2 sprite, to the back buffer at the given coordianates
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* @param out Output buffer
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pCelBuff CL2 buffer
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* @param nCel CL2 frame number
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* @param nWidth Width of sprite
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*/
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void Cl2Draw(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer at the given coordianates
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* @param col Color index from current palette
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* @param out Output buffer
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pCelBuff CL2 buffer
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* @param nCel CL2 frame number
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* @param nWidth Width of sprite
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*/
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void Cl2DrawOutline(const CelOutputBuffer &out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Blit CL2 sprite, and apply a given lighting, to the given buffer at the given coordianates
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* @param out Output buffer
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pCelBuff CL2 buffer
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* @param nCel CL2 frame number
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* @param nWidth Width of sprite
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* @param light Light shade to use
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*/
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void Cl2DrawLightTbl(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
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/**
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* @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
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* @param out Output buffer
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pCelBuff CL2 buffer
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* @param nCel CL2 frame number
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* @param nWidth Width of sprite
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*/
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void Cl2DrawLight(const CelOutputBuffer &out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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/**
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* @brief Draw a line in the target buffer
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* @param out Target buffer
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* @param x0 Back buffer coordinate
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* @param y0 Back buffer coordinate
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* @param x1 Back buffer coordinate
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* @param y1 Back buffer coordinate
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* @param color_index Color index from current palette
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*/
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void DrawLineTo(const CelOutputBuffer &out, int x0, int y0, int x1, int y1, BYTE color_index);
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/**
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* Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
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* even pixels on even lines.
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*
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* @brief Render a transparent black rectangle
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* @param out Target buffer
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* @param sx Screen coordinate
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* @param sy Screen coordinate
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* @param width Rectangle width
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* @param height Rectangle height
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*/
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void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height);
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/**
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* @brief Calculate the best fit direction between two points
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* @param start Tile coordinate
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* @param destination Tile coordinate
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* @return A value from the direction enum
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*/
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direction GetDirection(Point start, Point destination);
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/**
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* @brief Calculate Width2 from the orginal Width
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* Width2 is needed for savegame compatiblity and to render animations centered
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* @return Returns Width2
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*/
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int CalculateWidth2(int width);
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void SetRndSeed(int32_t s);
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int32_t AdvanceRndSeed();
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int32_t GetRndSeed();
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int32_t GenerateRnd(int32_t v);
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BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen);
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DWORD LoadFileWithMem(const char *pszName, BYTE *p);
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void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
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void PlayInGameMovie(const char *pszMovie);
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} // namespace devilution
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