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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] |
1.8.17