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/**
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* @file engine.cpp
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*
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* Implementation 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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#include <array>
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#include "engine/render/common_impl.h"
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#include "lighting.h"
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#include "movie.h"
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#include "options.h"
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#include "storm/storm.h"
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namespace devilution {
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/** Seed value before the most recent call to SetRndSeed() */
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int32_t orgseed;
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/** Current game seed */
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int32_t sglGameSeed;
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/**
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* Specifies the increment used in the Borland C/C++ pseudo-random.
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*/
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const uint32_t RndInc = 1;
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/**
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* Specifies the multiplier used in the Borland C/C++ pseudo-random number generator algorithm.
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*/
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const uint32_t RndMult = 0x015A4E35;
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CelSprite LoadCel(const char *pszName, int width)
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{
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return CelSprite(LoadFileInMem(pszName), width);
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}
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CelSprite LoadCel(const char *pszName, const int *widths)
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{
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return CelSprite(LoadFileInMem(pszName), widths);
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}
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void DrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex)
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{
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if (from.y < 0 || from.y >= out.h() || from.x >= out.w() || width <= 0 || from.x + width <= 0)
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return;
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if (from.x < 0) {
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width += from.x;
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from.x = 0;
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}
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if (from.x + width > out.w())
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width = (from.x + width) - out.w();
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return UnsafeDrawHorizontalLine(out, from, width, colorIndex);
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}
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void UnsafeDrawHorizontalLine(const CelOutputBuffer &out, Point from, int width, std::uint8_t colorIndex)
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{
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std::memset(&out[from], colorIndex, width);
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}
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void DrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex)
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{
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if (from.x < 0 || from.x >= out.w() || from.y >= out.h() || height <= 0 || from.y + height <= 0)
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return;
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if (from.y < 0) {
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height += from.y;
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from.y = 0;
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}
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if (from.y + height > out.h())
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height = (from.y + height) - out.h();
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return UnsafeDrawVerticalLine(out, from, height, colorIndex);
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}
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void UnsafeDrawVerticalLine(const CelOutputBuffer &out, Point from, int height, std::uint8_t colorIndex)
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{
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auto *dst = &out[from];
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const auto pitch = out.pitch();
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while (height-- > 0) {
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*dst = colorIndex;
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dst += pitch;
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}
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}
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static void DrawHalfTransparentBlendedRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height)
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{
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BYTE *pix = out.at(sx, sy);
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for (int row = 0; row < height; row++) {
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for (int col = 0; col < width; col++) {
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*pix = paletteTransparencyLookup[0][*pix];
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pix++;
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}
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pix += out.pitch() - width;
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}
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}
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static void DrawHalfTransparentStippledRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height)
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{
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BYTE *pix = out.at(sx, sy);
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for (int row = 0; row < height; row++) {
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for (int col = 0; col < width; col++) {
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if (((row & 1) != 0 && (col & 1) != 0) || ((row & 1) == 0 && (col & 1) == 0))
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*pix = 0;
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pix++;
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}
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pix += out.pitch() - width;
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}
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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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if (sgOptions.Graphics.bBlendedTransparancy) {
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DrawHalfTransparentBlendedRectTo(out, sx, sy, width, height);
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} else {
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DrawHalfTransparentStippledRectTo(out, sx, sy, width, height);
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}
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}
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/**
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* @brief Returns the direction a vector from p1(x1, y1) to p2(x2, y2) is pointing to.
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*
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* W SW S
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* ^
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* |
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* NW ----+---> SE
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* |
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* |
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* N NE E
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*
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* @param x1 the x coordinate of p1
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* @param y1 the y coordinate of p1
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* @param x2 the x coordinate of p2
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* @param y2 the y coordinate of p2
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* @return the direction of the p1->p2 vector
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*/
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direction GetDirection(Point start, Point destination)
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{
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direction md = DIR_S;
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int mx = destination.x - start.x;
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int my = destination.y - start.y;
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if (mx >= 0) {
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if (my >= 0) {
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if (5 * mx <= (my * 2)) // mx/my <= 0.4, approximation of tan(22.5)
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return DIR_SW;
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md = DIR_S;
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} else {
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my = -my;
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if (5 * mx <= (my * 2))
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return DIR_NE;
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md = DIR_E;
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}
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if (5 * my <= (mx * 2)) // my/mx <= 0.4
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md = DIR_SE;
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} else {
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mx = -mx;
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if (my >= 0) {
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if (5 * mx <= (my * 2))
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return DIR_SW;
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md = DIR_W;
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} else {
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my = -my;
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if (5 * mx <= (my * 2))
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return DIR_NE;
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md = DIR_N;
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}
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if (5 * my <= (mx * 2))
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md = DIR_NW;
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}
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return md;
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}
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int CalculateWidth2(int width)
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{
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return (width - 64) / 2;
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}
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/**
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* @brief Set the RNG seed
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* @param s RNG seed
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*/
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void SetRndSeed(int32_t s)
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{
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sglGameSeed = s;
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orgseed = s;
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}
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/**
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* @brief Advance the internal RNG seed and return the new value
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* @return RNG seed
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*/
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int32_t AdvanceRndSeed()
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{
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sglGameSeed = (RndMult * static_cast<uint32_t>(sglGameSeed)) + RndInc;
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return abs(sglGameSeed);
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}
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/**
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* @brief Get the current RNG seed
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* @return RNG seed
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*/
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int32_t GetRndSeed()
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{
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return abs(sglGameSeed);
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}
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/**
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* @brief Main RNG function
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* @param v The upper limit for the return value
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* @return A random number from 0 to (v-1)
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*/
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int32_t GenerateRnd(int32_t v)
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{
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if (v <= 0)
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return 0;
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if (v < 0xFFFF)
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return (AdvanceRndSeed() >> 16) % v;
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return AdvanceRndSeed() % v;
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}
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size_t GetFileSize(const char *pszName)
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{
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HANDLE file;
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SFileOpenFile(pszName, &file);
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const size_t fileLen = SFileGetFileSize(file, nullptr);
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SFileCloseFile(file);
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return fileLen;
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}
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void LoadFileData(const char *pszName, byte *buffer, size_t fileLen)
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{
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HANDLE file;
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SFileOpenFile(pszName, &file);
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if (fileLen == 0)
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app_fatal("Zero length SFILE:\n%s", pszName);
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SFileReadFileThreadSafe(file, buffer, fileLen);
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SFileCloseFile(file);
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}
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/**
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* @brief Fade to black and play a video
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* @param pszMovie file path of movie
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*/
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void PlayInGameMovie(const char *pszMovie)
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{
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PaletteFadeOut(8);
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play_movie(pszMovie, false);
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ClearScreenBuffer();
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force_redraw = 255;
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scrollrt_draw_game_screen(true);
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PaletteFadeIn(8);
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force_redraw = 255;
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}
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} // namespace devilution
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