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/**
* @file scrollrt.h
*
* Interface of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#ifndef __SCROLLRT_H__
#define __SCROLLRT_H__
DEVILUTION_BEGIN_NAMESPACE
#ifdef __cplusplus
extern "C" {
#endif
extern bool sgbControllerActive;
extern int light_table_index;
extern BYTE *gpBufStart;
extern BYTE *gpBufEnd;
extern DWORD level_cel_block;
extern char arch_draw_type;
extern int cel_transparency_active;
extern int cel_foliage_active;
extern int level_piece_id;
extern void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int);
#ifdef HELLFIRE
extern BOOLEAN AutoMapShowItems;
#endif
extern int tileOffsetX;
extern int tileOffsetY;
extern int tileShiftX;
extern int tileShiftY;
void ClearCursor();
void DrawMissile(int x, int y, int sx, int sy, BOOL pre);
void DrawDeadPlayer(int x, int y, int sx, int sy);
void ShiftGrid(int *x, int *y, int horizontal, int vertical);
int RowsCoveredByPanel();
void CalcTileOffset(int *offsetX, int *offsetY);
void TilesInView(int *columns, int *rows);
void CalcViewportGeometry();
void DrawView(int StartX, int StartY);
void ClearScreenBuffer();
#ifdef _DEBUG
void ScrollView();
#endif
void EnableFrameCount();
void scrollrt_draw_game_screen(BOOL draw_cursor);
void DrawAndBlit();
/* rdata */
/* data */
/** used in 1.00 debug */
extern const char *const szMonModeAssert[18];
extern const char *const szPlrModeAssert[12];
#ifdef __cplusplus
}
#endif
DEVILUTION_END_NAMESPACE
#endif /* __SCROLLRT_H__ */