//HEADER_GOES_HERE #ifndef __ENGINE_H__ #define __ENGINE_H__ //offset 0 //pCelBuff->pFrameTable[0] extern char gbPixelCol; // automap pixel color 8-bit (palette entry) extern int gbRotateMap; // _bool flip - if y < x extern int orgseed; // weak extern int sgnWidth; extern int sglGameSeed; // weak extern int SeedCount; // weak extern int gbNotInView; // _bool valid - if x/y are in bounds void CelDrawDatOnly(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void CelDecodeOnly(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); void CelDecDatOnly(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth); void CelDrawHdrOnly(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void CelDecodeHdrOnly(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void CelDecDatLightOnly(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void CelDecDatLightTrans(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void CelDecodeLightOnly(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth); void CelDecodeHdrLightOnly(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void CelDecodeHdrLightTrans(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void CelDrawHdrLightRed(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir, char light); void Cel2DecDatOnly(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void Cel2DrawHdrOnly(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cel2DecodeHdrOnly(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cel2DecDatLightOnly(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void Cel2DecDatLightTrans(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth); void Cel2DecodeHdrLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cel2DecodeLightTrans(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cel2DrawHdrLightRed(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir, char light); void CelDecodeRect(BYTE *pBuff, int always_0, int hgt, int wdt, BYTE *pCelBuff, int nCel, int nWidth); void CelDecodeClr(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void CelDrawHdrClrHL(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void ENG_set_pixel(int sx, int sy, BYTE col); void engine_draw_pixel(int sx, int sy); void DrawLine(int x0, int y0, int x1, int y1, BYTE col); int GetDirection(int x1, int y1, int x2, int y2); void SetRndSeed(long s); long GetRndSeed(); long random(BYTE idx, long v); void engine_debug_trap(BOOL show_cursor); BYTE *DiabloAllocPtr(DWORD dwBytes); void mem_free_dbg(void *p); BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen); DWORD LoadFileWithMem(const char *pszName, void *p); void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel); void Cl2DecodeFrm1(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cl2DecodeFrm2(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cl2DecodeFrm3(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir, char light); void Cl2DecodeLightTbl(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cl2DecodeFrm4(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cl2DecodeClrHL(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void Cl2DecodeFrm5(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir, char light); void Cl2DecodeFrm6(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, int always_0, int dir); void PlayInGameMovie(const char *pszMovie); /* rdata */ extern const int rand_increment; // unused extern const int rand_multiplier; // unused #endif /* __ENGINE_H__ */