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@ -172,8 +172,8 @@ static void scrollrt_draw_cursor_item()
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/**
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* @brief Render a missile sprite |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param CelSkip Skip part of sprite, see Cl2Draw |
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@ -243,8 +243,8 @@ void DrawMissile(int x, int y, int sx, int sy, int CelSkip, int CelCap, BOOL pre
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/**
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* @brief Render a missile sprite, check for overdraw on lower screen |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param CelSkip Skip part of sprite, see Cl2Draw |
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@ -314,8 +314,8 @@ void DrawClippedMissile(int x, int y, int sx, int sy, int CelSkip, int CelCap, B
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/**
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* @brief Render a monster sprite |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param mx Backbuffer coordinate |
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* @param my Backbuffer coordinate |
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* @param CelSkip Skip part of sprite, see Cl2Draw |
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@ -376,8 +376,8 @@ static void DrawMonster(int x, int y, int mx, int my, int m, int CelSkip, int Ce
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/**
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* @brief Render a monster sprite, check for overdraw on lower screen |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param mx Backbuffer coordinate |
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* @param my Backbuffer coordinate |
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* @param CelSkip Skip part of sprite, see Cl2Draw |
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@ -439,8 +439,8 @@ static void DrawClippedMonster(int x, int y, int mx, int my, int m, int CelSkip,
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/**
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* @brief Render a monster sprite |
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* @param pnum Player id |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param px Backbuffer coordinate |
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* @param py Backbuffer coordinate |
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* @param pCelBuff sprite buffer |
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@ -525,8 +525,8 @@ static void DrawPlayer(int pnum, int x, int y, int px, int py, BYTE *pCelBuff, i
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/**
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* @brief Render a monster sprite, check for overdraw on lower screen |
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* @param pnum Player id |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param px Backbuffer coordinate |
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* @param py Backbuffer coordinate |
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* @param pCelBuff sprite buffer |
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@ -610,8 +610,8 @@ static void DrawClippedPlayer(int pnum, int x, int y, int px, int py, BYTE *pCel
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/**
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* @brief Render a monster sprite |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param CelSkip Skip part of sprite, see Cl2Draw |
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@ -656,8 +656,8 @@ void DrawDeadPlayer(int x, int y, int sx, int sy, int CelSkip, int CelCap, BOOL
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/**
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* @brief Render an object sprite |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param ox Backbuffer coordinate |
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* @param oy Backbuffer coordinate |
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* @param pre Is the sprite in the background |
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@ -719,8 +719,8 @@ static void DrawObject(int x, int y, int ox, int oy, BOOL pre, int CelSkip, int
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/**
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* @brief Render an object sprite, check for overdraw on lower screen |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param ox Backbuffer coordinate |
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* @param oy Backbuffer coordinate |
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* @param pre Is the sprite in the background |
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@ -840,8 +840,8 @@ static void scrollrt_draw_clipped_e_flag(BYTE *pBuff, int x, int y, int sx, int
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/**
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* @brief Render object sprites |
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* @param pBuff where to render to with sx,sy already applied |
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* @param sx dPice coordinate |
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* @param sy dPice coordinate |
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* @param sx dPiece coordinate |
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* @param sy dPiece coordinate |
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* @param dx Backbuffer coordinate |
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* @param dy Backbuffer coordinate |
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* @param eflag Should the sorting workaround be applied |
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@ -1062,8 +1062,8 @@ static void scrollrt_draw_clipped_dungeon(BYTE *pBuff, int sx, int sy, int dx, i
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/**
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* @brief Render a row of tile |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param chunks tile width of row |
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@ -1303,8 +1303,8 @@ static void scrollrt_draw_clipped_e_flag_2(BYTE *pBuff, int x, int y, int row, i
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* This variant checks for of screen element on the lower screen |
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* @brief Render object sprites, skip offscreen parts for lower screen |
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* @param pBuff where to render to with sx,sy already applied |
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* @param sx dPice coordinate |
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* @param sy dPice coordinate |
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* @param sx dPiece coordinate |
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* @param sy dPiece coordinate |
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* @param row The current row being rendered |
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* @param CelSkip chunks of cell to skip |
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* @param dx Backbuffer coordinate |
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@ -1527,8 +1527,8 @@ static void scrollrt_draw_clipped_dungeon_2(BYTE *pBuff, int sx, int sy, int row
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/**
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* @brief Render a row of tile, checking for overdrawing on lower part of screen |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param chunks tile width of row |
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@ -1701,8 +1701,8 @@ static void scrollrt_draw_e_flag(BYTE *pBuff, int x, int y, int row, int CelCap,
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/**
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* @brief Render object sprites, skip offscreen parts for upper screen |
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* @param pBuff where to render to with sx,sx already applied |
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* @param sx dPice coordinate |
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* @param sy dPice coordinate |
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* @param sx dPiece coordinate |
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* @param sy dPiece coordinate |
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* @param row The current row being rendered |
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* @param CelCap chunks of cell to skip |
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* @param dx Backbuffer coordinate |
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@ -1915,8 +1915,8 @@ static void scrollrt_draw_dungeon(BYTE *pBuff, int sx, int sy, int row, int CelC
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/**
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* @brief Render a row of tile, checking for overdrawing on upper part of screen |
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* @param x dPice coordinate |
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* @param y dPice coordinate |
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* @param x dPiece coordinate |
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* @param y dPiece coordinate |
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* @param sx Backbuffer coordinate |
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* @param sy Backbuffer coordinate |
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* @param chunks tile width of row |
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@ -2073,8 +2073,8 @@ static void scrollrt_draw_upper(int x, int y, int sx, int sy, int chunks, int ro
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/**
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* @brief Configure render and process screen rows |
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* @param x Center of view in dPice coordinate |
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* @param y Center of view in dPice coordinate |
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* @param x Center of view in dPiece coordinate |
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* @param y Center of view in dPiece coordinate |
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*/ |
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static void DrawGame(int x, int y) |
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{ |
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@ -2180,8 +2180,8 @@ static void DrawGame(int x, int y)
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/**
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* @brief Configure render for zoomed view and process screen rows |
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* @param x Center of view in dPice coordinate |
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* @param y Center of view in dPice coordinate |
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* @param x Center of view in dPiece coordinate |
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* @param y Center of view in dPiece coordinate |
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*/ |
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static void DrawZoom(int x, int y) |
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{ |
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@ -2342,8 +2342,8 @@ static void DrawZoom(int x, int y)
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/**
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* @brief Start rendering of screen, town variation |
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* @param StartX Center of view in dPice coordinate |
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* @param StartY Center of view in dPice coordinate |
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* @param StartX Center of view in dPiece coordinate |
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* @param StartY Center of view in dPiece coordinate |
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*/ |
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void DrawView(int StartX, int StartY) |
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{ |
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