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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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#ifndef __ENGINE_H__
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#define __ENGINE_H__
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#include <algorithm>
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#include <cstddef>
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#include <SDL.h>
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#ifdef USE_SDL1
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#include "sdl2_to_1_2_backports.h"
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#endif
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#include "../types.h"
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DEVILUTION_BEGIN_NAMESPACE
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template <class T>
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T SwapLE(T in)
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{
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static_assert((sizeof(T) == 1) || (sizeof(T) == 2) || (sizeof(T) == 4) || (sizeof(T) == 8),
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"SwapLE called for unsupported size");
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switch (sizeof(T)) {
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case 1:
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return in;
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case 2:
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return static_cast<T>(SDL_SwapLE16(static_cast<Uint16>(in)));
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case 4:
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return static_cast<T>(SDL_SwapLE32(static_cast<Uint32>(in)));
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case 8:
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return static_cast<T>(SDL_SwapLE64(static_cast<Uint64>(in)));
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}
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}
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template <class T>
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T SwapBE(T in)
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{
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static_assert((sizeof(T) == 1) || (sizeof(T) == 2) || (sizeof(T) == 4) || (sizeof(T) == 8),
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"SwapBE called for unsupported size");
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switch (sizeof(T)) {
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case 1:
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return in;
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case 2:
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return static_cast<T>(SDL_SwapBE16(static_cast<Uint16>(in)));
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case 4:
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return static_cast<T>(SDL_SwapBE32(static_cast<Uint32>(in)));
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case 8:
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return static_cast<T>(SDL_SwapBE64(static_cast<Uint64>(in)));
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}
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}
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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 + 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()
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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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return CelOutputBuffer(surface, SDL_Rect { x, y, 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(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(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(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(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(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(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(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(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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|
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void CelClippedDrawSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
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|
* @param sy Target buffer coordinate
|
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|
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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(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
|
|
|
|
|
|
|
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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
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param pRLEBytes CEL pixel stream (run-length encoded)
|
|
|
|
|
* @param nDataSize Size of CEL in bytes
|
|
|
|
|
* @param nWidth Width of sprite
|
|
|
|
|
*/
|
|
|
|
|
void CelBlitLightTransSafeTo(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
|
|
|
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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(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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*/
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void CelBlitOutlineTo(CelOutputBuffer out, BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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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(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(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(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(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
|
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|
|
/**
|
|
|
|
|
* @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param sx Output buffer coordinate
|
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|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pCelBuff CL2 buffer
|
|
|
|
|
* @param nCel CL2 frame number
|
|
|
|
|
* @param nWidth Width of sprite
|
|
|
|
|
*/
|
|
|
|
|
void Cl2DrawLight(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a line in the target buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param x0 Back buffer coordinate
|
|
|
|
|
* @param y0 Back buffer coordinate
|
|
|
|
|
* @param x1 Back buffer coordinate
|
|
|
|
|
* @param y1 Back buffer coordinate
|
|
|
|
|
* @param color_index Color index from current palette
|
|
|
|
|
*/
|
|
|
|
|
void DrawLineTo(CelOutputBuffer out, int x0, int y0, int x1, int y1, BYTE color_index);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
|
|
|
|
|
* even pixels on even lines.
|
|
|
|
|
*
|
|
|
|
|
* @brief Render a transparent black rectangle
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Screen coordinate
|
|
|
|
|
* @param sy Screen coordinate
|
|
|
|
|
* @param width Rectangle width
|
|
|
|
|
* @param height Rectangle height
|
|
|
|
|
*/
|
|
|
|
|
void DrawHalfTransparentRectTo(CelOutputBuffer out, int sx, int sy, int width, int height);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Calculate the best fit direction between two points
|
|
|
|
|
* @param x1 Tile coordinate
|
|
|
|
|
* @param y1 Tile coordinate
|
|
|
|
|
* @param x2 Tile coordinate
|
|
|
|
|
* @param y2 Tile coordinate
|
|
|
|
|
* @return A value from the direction enum
|
|
|
|
|
*/
|
|
|
|
|
int GetDirection(int x1, int y1, int x2, int y2);
|
|
|
|
|
|
|
|
|
|
void SetRndSeed(Sint32 s);
|
|
|
|
|
Sint32 AdvanceRndSeed();
|
|
|
|
|
Sint32 GetRndSeed();
|
|
|
|
|
Sint32 random_(BYTE idx, Sint32 v);
|
|
|
|
|
BYTE *DiabloAllocPtr(DWORD dwBytes);
|
|
|
|
|
void mem_free_dbg(void *p);
|
|
|
|
|
BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen);
|
|
|
|
|
DWORD LoadFileWithMem(const char *pszName, BYTE *p);
|
|
|
|
|
void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
|
|
|
|
|
void PlayInGameMovie(const char *pszMovie);
|
|
|
|
|
|
|
|
|
|
DEVILUTION_END_NAMESPACE
|
|
|
|
|
|
|
|
|
|
#endif /* __ENGINE_H__ */
|