//HEADER_GOES_HERE #ifndef __SCROLLRT_H__ #define __SCROLLRT_H__ extern int light_table_index; // weak extern int screen_y_times_768[1024]; extern int scrollrt_cpp_init_value; // weak extern unsigned int sgdwCursWdtOld; // idb extern int sgdwCursX; // idb extern int sgdwCursY; // idb extern int screen_buf_end; // weak extern int sgdwCursHgt; extern int level_cel_block; // weak extern int sgdwCursXOld; // idb extern int sgdwCursYOld; // idb extern char arch_draw_type; // weak extern DDSURFACEDESC DDS_desc; extern int cel_transparency_active; // weak extern int level_piece_id; // weak extern int sgdwCursWdt; extern int (__fastcall *DrawPlrProc)(int player_num, int x, int y, int screen_x, int screen_y, void *cl2_buf, int frame, int frame_width, int a9, int a10); extern char cursor_draw_back_buffer[8192]; extern int draw_monster_num; // weak extern int sgdwCursHgtOld; // idb void __cdecl scrollrt_cpp_init(); void __cdecl ClearCursor(); void __fastcall DrawMissile(int x, int y, int sx, int sy, int a5, int a6, int del_flag); void __fastcall DrawClippedMissile(int x, int y, int sx, int sy, int a5, int a6, int a7); void __fastcall DrawDeadPlayer(int x, int y, int sx, int sy, int a5, int a6, bool clipped); void __fastcall DrawPlayer(int pnum, int x, int y, int px, int py, int animdata, int animframe, int animwidth, int a9, int a10); void __fastcall DrawClippedPlayer(int pnum, int x, int y, int px, int py, int animdata, int animframe, int animwidth, int a9, int a10); void __fastcall DrawView(int StartX, int StartY); void __fastcall DrawGame(int x, int y); void __fastcall scrollrt_draw_lower(int x, int y, int sx, int sy, int a5, int some_flag); void __fastcall scrollrt_draw_clipped_dungeon(char *a1, int sx, int sy, int a4, int a5, int a6); void __fastcall DrawClippedMonster(int x, int y, int a3, int a4, int mon_id, int a6, int a7); void __fastcall DrawClippedObject(int x, int y, int a3, int a4, int pre_flag, int a6, int dir); void __fastcall scrollrt_draw_clipped_e_flag(char *buffer, int x, int y, int a4, int a5); void __fastcall scrollrt_draw_lower_2(int x, int y, int sx, int sy, int a5, int a6, int some_flag); void __fastcall scrollrt_draw_clipped_dungeon_2(char *buffer, int x, int y, int a4, int a5, int sx, int sy, int me_flag); void __fastcall scrollrt_draw_clipped_e_flag_2(char *buffer, int x, int y, int a4, signed int a5, int sx, int sy); void __fastcall scrollrt_draw_upper(int x, int y, int sx, int sy, int a5, int a6, int some_flag); void __fastcall scrollrt_draw_dungeon(char *buffer, int x, int y, int a4, int a5, int sx, int sy, int me_flag); void __fastcall DrawMonster(int x, int y, int a3, int a4, int mon_id, int a6, int a7); void __fastcall DrawObject(int x, int y, int a3, int a4, int pre_flag, int a6, int dir); void __fastcall scrollrt_draw_e_flag(char *buffer, int x, int y, int a4, int a5, int sx, int sy); void __fastcall DrawZoom(int x, int y); void __cdecl ClearScreenBuffer(); #ifdef _DEBUG void __cdecl ScrollView(); void __cdecl EnableFrameCount(); #endif void __fastcall scrollrt_draw_game_screen(bool draw_cursor); void __cdecl scrollrt_draw_cursor_back_buffer(); void __cdecl scrollrt_draw_cursor_item(); void __fastcall DrawMain(int dwHgt, int draw_desc, int draw_hp, int draw_mana, int draw_sbar, int draw_btn); #ifdef _DEBUG void __cdecl DrawFPS(); #endif void __fastcall DoBlitScreen(int dwX, int dwY, int dwWdt, int dwHgt); void __cdecl DrawAndBlit(); /* data */ extern int scrollrt_inf; // weak /* rdata */ /* used in 1.00 debug */ extern char *szMonModeAssert[18]; extern char *szPlrModeAssert[12]; #endif /* __SCROLLRT_H__ */