Devilution
Diablo devolved - magic behind the 1996 computer game
scrollrt.h
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1 //HEADER_GOES_HERE
2 #ifndef __SCROLLRT_H__
3 #define __SCROLLRT_H__
4 
5 extern bool sgbControllerActive;
6 extern int light_table_index;
7 extern BYTE *gpBufStart;
8 extern BYTE *gpBufEnd;
9 extern DWORD level_cel_block;
10 extern char arch_draw_type;
11 extern int cel_transparency_active;
12 extern int cel_foliage_active;
13 extern int level_piece_id;
14 extern void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int);
15 
16 void ClearCursor();
17 void DrawMissile(int x, int y, int sx, int sy, BOOL pre);
18 void DrawDeadPlayer(int x, int y, int sx, int sy);
19 void DrawView(int StartX, int StartY);
20 void ClearScreenBuffer();
21 #ifdef _DEBUG
22 void ScrollView();
23 #endif
24 void EnableFrameCount();
25 void scrollrt_draw_game_screen(BOOL draw_cursor);
26 void DrawAndBlit();
27 
28 /* rdata */
29 
30 /* data */
31 
33 extern char *szMonModeAssert[18];
34 extern char *szPlrModeAssert[12];
35 
36 #endif /* __SCROLLRT_H__ */
scrollrt_draw_game_screen
void scrollrt_draw_game_screen(BOOL draw_cursor)
Redraw screen.
Definition: scrollrt.cpp:1303
DrawDeadPlayer
void DrawDeadPlayer(int x, int y, int sx, int sy)
Render a player sprite.
Definition: scrollrt.cpp:426
DrawPlrProc
void(* DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int)
Definition: scrollrt.cpp:48
level_cel_block
DWORD level_cel_block
Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles.
Definition: scrollrt.cpp:28
light_table_index
int light_table_index
Specifies the current light entry.
Definition: scrollrt.cpp:8
gpBufEnd
BYTE * gpBufEnd
Lower bound of back buffer.
Definition: scrollrt.cpp:19
gpBufStart
BYTE * gpBufStart
Upper bound of back buffer.
Definition: scrollrt.cpp:15
szPlrModeAssert
char * szPlrModeAssert[12]
Definition: scrollrt.cpp:78
DrawAndBlit
void DrawAndBlit()
Render the game.
Definition: scrollrt.cpp:1333
arch_draw_type
char arch_draw_type
Specifies the type of arches to render.
Definition: scrollrt.cpp:34
DrawMissile
void DrawMissile(int x, int y, int sx, int sy, BOOL pre)
Render a missile sprites for a given tile.
Definition: scrollrt.cpp:259
cel_transparency_active
int cel_transparency_active
Specifies whether transparency is active for the current CEL file being decoded.
Definition: scrollrt.cpp:38
DrawView
void DrawView(int StartX, int StartY)
Start rendering of screen, town variation.
Definition: scrollrt.cpp:1023
ClearScreenBuffer
void ClearScreenBuffer()
Render the whole screen black.
Definition: scrollrt.cpp:1084
EnableFrameCount
void EnableFrameCount()
Initialize the FPS meter.
Definition: scrollrt.cpp:1188
cel_foliage_active
int cel_foliage_active
Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered.
Definition: scrollrt.cpp:42
level_piece_id
int level_piece_id
Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles.
Definition: scrollrt.cpp:46
ClearCursor
void ClearCursor()
Clear cursor state.
Definition: scrollrt.cpp:96
sgbControllerActive
bool sgbControllerActive
szMonModeAssert
char * szMonModeAssert[18]
used in 1.00 debug
Definition: scrollrt.cpp:57