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gamerend.h
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/*
* gamerend.h - Rendering methods.
*
* Copyright (C) 1998-1999 Jeffrey S. Freedman
* Copyright (C) 2000-2022 The Exult Team
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef GAMEREND_H
#define GAMEREND_H 1
class Game_object;
/*
* A helper-class for rendering.
*/
class Game_render {
unsigned long render_seq = 0; // For marking rendered objects.
int skip = 31; // Set for each render. We skip
// painting at or above this.
public:
void paint_terrain_only(
int start_chunkx, int start_chunky, int stop_chunkx,
int stop_chunky);
// Render the map & objects.
int paint_map(int x, int y, int w, int h);
// Paint "flat" scenery in a chunk.
void paint_chunk_flats(int cx, int cy, int xoff, int yoff);
void paint_chunk_flat_rles(int cx, int cy, int xoff, int yoff);
// // Paint blackness in a dungeon
// void paint_dungeon_black(int cx, int cy, int xoff, int yoff, int
// index=0);
// Paint objects in given chunk at
// given lift.
int paint_chunk_objects(int cx, int cy);
// Paint an obj. after dependencies.
void paint_object(Game_object* obj);
// Render dungeon blackness
void paint_blackness(
int start_chunkx, int start_chunky, int stop_chunkx,
int stop_chunky, int index = 0);
int get_light_strength(const Game_object* obj, const Game_object* av) const;
};
#endif