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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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#ifdef __cplusplus
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#include <algorithm>
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#endif
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DEVILUTION_BEGIN_NAMESPACE
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#ifdef __cplusplus
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extern "C" {
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#endif
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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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BYTE *begin;
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BYTE *end;
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int line_width;
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#ifdef __cplusplus
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BYTE *at(int x, int y) const
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{
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return &begin[x + line_width * y];
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}
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bool in_bounds(int x, int y) const
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{
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return x >= 0 && y >= 0 && begin + x + line_width * y < end;
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}
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CelOutputBuffer subregion(int x0, int y0, int x1, int y1) const
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{
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return CelOutputBuffer { at(x0, y0), std::min(at(x1, y1), end), line_width };
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}
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#endif
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};
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inline CelOutputBuffer GlobalBackBuffer()
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{
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extern BYTE *gpBuffer;
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extern BYTE *gpBufEnd;
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return CelOutputBuffer { gpBuffer, gpBufEnd, BUFFER_WIDTH };
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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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inline void CelDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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CelDrawTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth);
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}
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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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inline void CelClippedDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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CelClippedDrawTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth);
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}
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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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inline void CelDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl)
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{
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CelDrawLightTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, tbl);
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}
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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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inline void CelClippedDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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return CelClippedDrawLightTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth);
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}
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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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inline void CelClippedBlitLightTrans(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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return CelClippedBlitLightTransTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth);
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}
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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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inline void CelDrawLightRed(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light)
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{
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return CelDrawLightRedTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, light);
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}
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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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inline void CelBlitSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth)
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{
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return CelBlitSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth);
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}
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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(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth);
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inline void CelClippedDrawSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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return CelClippedDrawSafeTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth);
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}
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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(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
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inline void CelBlitLightSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl)
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{
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return CelBlitLightSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth, tbl);
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}
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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(CelOutputBuffer out, int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth);
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inline void CelBlitLightTransSafe(int sx, int sy, BYTE *pRLEBytes, int nDataSize, int nWidth)
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{
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return CelBlitLightTransSafeTo(GlobalBackBuffer(), sx, sy, pRLEBytes, nDataSize, nWidth);
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}
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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(CelOutputBuffer out, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light);
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inline void CelDrawLightRedSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light)
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{
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return CelDrawLightRedSafeTo(GlobalBackBuffer(), sx, sy, pCelBuff, nCel, nWidth, light);
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}
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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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inline void CelBlitOutline(BYTE col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
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return CelBlitOutlineTo(GlobalBackBuffer(), col, sx, sy, pCelBuff, nCel, nWidth);
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}
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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 sx Back buffer coordinate
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* @param sy Back 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(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 back buffer at the given coordianates
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* @param col Color index from current palette
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* @param sx Back buffer coordinate
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* @param sy Back 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(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 back buffer at the given coordianates
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* @param sx Back buffer coordinate
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* @param sy Back 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(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 back buffer at the given coordinates
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* @param sx Back buffer coordinate
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* @param sy Back 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(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(CelOutputBuffer out, int x0, int y0, int x1, int y1, BYTE color_index);
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/**
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* @brief Calculate the best fit direction between two points
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* @param x1 Tile coordinate
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* @param y1 Tile coordinate
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* @param x2 Tile coordinate
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* @param y2 Tile coordinate
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* @return A value from the direction enum
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*/
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int GetDirection(int x1, int y1, int x2, int y2);
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void SetRndSeed(int s);
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int AdvanceRndSeed();
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int GetRndSeed();
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int random_(BYTE idx, int v);
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BYTE *DiabloAllocPtr(DWORD dwBytes);
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void mem_free_dbg(void *p);
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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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#ifdef __cplusplus
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}
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#endif
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DEVILUTION_END_NAMESPACE
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#endif /* __ENGINE_H__ */
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