Devilution
Diablo devolved - magic behind the 1996 computer game
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Go to the source code of this file.
Functions | |
void | ClearCursor () |
Clear cursor state. More... | |
void | DrawMissile (int x, int y, int sx, int sy, BOOL pre) |
Render a missile sprites for a given tile. More... | |
void | DrawDeadPlayer (int x, int y, int sx, int sy) |
Render a player sprite. More... | |
void | DrawView (int StartX, int StartY) |
Start rendering of screen, town variation. More... | |
void | ClearScreenBuffer () |
Render the whole screen black. More... | |
void | EnableFrameCount () |
Initialize the FPS meter. More... | |
void | scrollrt_draw_game_screen (BOOL draw_cursor) |
Redraw screen. More... | |
void | DrawAndBlit () |
Render the game. More... | |
Variables | |
bool | sgbControllerActive |
int | light_table_index |
Specifies the current light entry. More... | |
BYTE * | gpBufStart |
Upper bound of back buffer. More... | |
BYTE * | gpBufEnd |
Lower bound of back buffer. More... | |
DWORD | level_cel_block |
Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles. More... | |
char | arch_draw_type |
Specifies the type of arches to render. More... | |
int | cel_transparency_active |
Specifies whether transparency is active for the current CEL file being decoded. More... | |
int | cel_foliage_active |
Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered. More... | |
int | level_piece_id |
Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles. More... | |
void(* | DrawPlrProc )(int, int, int, int, int, BYTE *, int, int, int, int) |
char * | szMonModeAssert [18] |
used in 1.00 debug More... | |
char * | szPlrModeAssert [12] |