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/*
* "Build Engine & Tools" Copyright (c) 1993-1997 Ken Silverman
* Ken Silverman's official web site: "http://www.advsys.net/ken"
* See the included license file "BUILDLIC.TXT" for license info.
* This file IS NOT A PART OF Ken Silverman's original release
*/
#ifndef _INCLUDE_A_H_
#define _INCLUDE_A_H_
#ifdef _WIN32
#include "windows/inttypes.h"
#else
#include <inttypes.h>
#endif
//C++ linker friendly
#ifdef __cplusplus
extern "C" {
#endif
extern uint8_t *transluc;
extern uint8_t *globalpalwritten;
extern int16_t globalshiftval;
extern int32_t vplce[4], vince[4];
extern intptr_t bufplce[4];
extern uint8_t* palookupoffse[4];
void sethlinesizes(int32_t,int32_t,uint8_t *);
void hlineasm4(int32_t,int32_t,uint32_t,uint32_t,uint8_t*);
void setuprhlineasm4(int32_t,int32_t,int32_t,int32_t,int32_t,int32_t);
void rhlineasm4(int32_t,uint8_t*,int32_t,uint32_t,uint32_t,int32_t);
void setuprmhlineasm4(int32_t,int32_t,int32_t,int32_t,int32_t,int32_t);
void rmhlineasm4(int32_t,intptr_t,int32_t,int32_t,int32_t,int32_t);
void setBytesPerLine(int32_t);
int32_t prevlineasm1(int32_t,uint8_t* palette ,int32_t,int32_t,uint8_t *,uint8_t *);
int32_t vlineasm1(int32_t,uint8_t*,int32_t,int32_t,uint8_t *,uint8_t*);
int32_t tvlineasm1(int32_t,uint8_t *,int32_t,int32_t,uint8_t *,uint8_t * dest);
void setuptvlineasm2(int32_t,int32_t,int32_t);
void tvlineasm2(uint32_t,uint32_t,uintptr_t,uintptr_t,uint32_t,uintptr_t);
int32_t mvlineasm1(int32_t,uint8_t*,int32_t,int32_t,uint8_t* texture,uint8_t* dest);
void setupvlineasm(int32_t);
void vlineasm4(int32_t,intptr_t);
void setupmvlineasm(int32_t);
void mvlineasm4(int32_t,intptr_t);
void setupspritevline(int32_t,int32_t,int32_t,int32_t,int32_t,int32_t);
void spritevline(int32_t,uint32_t,int32_t,uint32_t,uint8_t*,uint8_t*);
void msetupspritevline(int32_t,int32_t,int32_t,int32_t,int32_t,int32_t);
void mspritevline(int32_t,int32_t,int32_t,int32_t,uint8_t *,uint8_t *);
void tsetupspritevline(uint8_t *,int32_t,int32_t,int32_t,int32_t);
void DrawSpriteVerticalLine(int32_t,int32_t,uint32_t,uint8_t* ,uint8_t*);
void mhline(uint8_t *,int32_t,int32_t,int32_t,int32_t,uint8_t*);
void mhlineskipmodify(uint32_t,int32_t,int32_t,uint8_t*);
void msethlineshift(int32_t,int32_t);
void thline(uint8_t*,int32_t,int32_t,int32_t,int32_t,uint8_t *);
void thlineskipmodify(int32_t,uint32_t,uint32_t,int32_t,int32_t,uint8_t *);
void tsethlineshift(int32_t,int32_t);
void setupslopevlin(int32_t,intptr_t,int32_t);
void slopevlin(intptr_t,uint32_t,int32_t,int32_t,int32_t,int32_t);
#define TRANS_NORMAL 0
#define TRANS_REVERSE 1
void settrans(int32_t type);
//FCS: In order to see how the engine renders different part of the screen you can set the following macros
//VISUALIZE RENDERER
#define MAX_PIXEL_RENDERERED ((1600*1200)+20000 )
extern int32_t pixelsAllowed;
#define RENDER_DRAW_WALL_BORDERS 1
#define RENDER_DRAW_WALL_INSIDE 1
#define RENDER_DRAW_CEILING_AND_FLOOR 1
#define RENDER_DRAW_TOP_AND_BOTTOM_COLUMN 1
#define RENDER_SLOPPED_CEILING_AND_FLOOR 1
#if RENDER_DRAW_WALL_BORDERS && RENDER_DRAW_WALL_INSIDE && RENDER_DRAW_CEILING_AND_FLOOR && RENDER_DRAW_TOP_AND_BOTTOM_COLUMN && RENDER_SLOPPED_CEILING_AND_FLOOR && MAX_PIXEL_RENDERERED!=0
#define CLEAR_FRAMEBUFFER 0
#else
#define CLEAR_FRAMEBUFFER 1
#endif
//END VISUALIZE RENDERER
//C++
#ifdef __cplusplus
}
#endif
#endif
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